How to Play Push

Push is a friendly contract-rummy variant that adds a special "push" option to the usual meld-and-discard loop. If you want a clear quick-start, this guide helps you get playing fast — and you can find more guides and tools at Playmore.

Quick facts

Fact Details
Game Push
Type / family North American contract rummy variant
Typical players 2–6
Deck One standard 52-card deck (no special cards required)
Focus Beginner walkthrough for the push variant (rules vary by group)

What you are trying to do

The basic goal is to complete the contract for the current hand. A contract lists the required melds (sets and runs) you must lay down. On your turn you draw, try to make or add to melds, and discard. The special element in Push is an extra option called a "push" that changes how players get extra cards or interact with the discard pile. Exact contract lists and what "push" does depend on the version you play, so agree on that with your group before you start.

What you need and how to set up

You need one regular 52-card deck and 2–6 players. Shuffle well and deal each player the starting hand size your group chooses (different versions use different hand sizes). Place the remainder face down as the stock. Turn the top card of the stock face up to start the discard pile. Keep a pen and paper for scores if you’ll play multiple hands.

How to play

  1. On your turn, draw one card. You may draw from the top of the stock or the top of the discard pile if your chosen rules allow it.
  2. Try to form the melds required by the current contract. Melds are usually sets (same rank) or runs (same suit, consecutive).
  3. You may lay down melds when you meet the contract. After you lay down your initial contract, you can usually add cards to any laid melds on the table.
  4. Before ending your turn, discard one card to the discard pile. That ends your turn.
  5. Push option (version-dependent): Push gives players an additional game action related to drawing or passing cards. The precise push mechanic varies; it can involve taking extra cards, offering a card to the next player, or other trade-offs. Make sure your table agrees on the push rule you’ll use.
  6. Play continues clockwise until a player goes out by completing their contract and discarding (or otherwise finishing according to your agreed rules).

How a round or game ends

A round usually ends when a player goes out by meeting the contract and discarding. After a round, players score points for unmelded cards unless your house rules differ. The whole game is commonly a set number of hands or until a target score is reached. Because Push rules vary, confirm how rounds score and when the game stops before you play.

Beginner tips

  • Agree on the exact contract list and push rule before you start.
  • Keep your meld plan flexible. Hold key cards until you can use them safely.
  • Watch opponents’ discards to guess what contracts they need.
  • Don’t discard cards that clearly help the player on your right unless you have to.
  • If you’re playing for points, remember leftover cards usually cost you, so going out earlier can be smart.

FAQ

What deck do I need?

Use one normal 52-card deck. No special or custom deck is required.

How many players can play Push?

Push works for 2 to 6 players. Hand sizes and exact setup can change with player count, so check your chosen version.

Where do I find the precise rules for the version I want?

There is an authoritative online reference and several regional variants. Because Push has many local rules, check an expert reference and agree on the exact version at the table before you start.