Dropping in Indian Rummy: first drop, middle drop and when to fold
What a drop is, what it costs in 101 and 201 pool games, why a drop can knock you out near the limit, and how to judge whether a hand is worth playing.
Not every hand is worth playing. Indian Rummy lets you drop out of a deal and take a fixed penalty instead of whatever your cards would cost you if someone else declared. Knowing when to drop, and when not to, saves more points over a game than almost any other decision.
What a drop is
A drop means giving up the current deal. You put your cards face down, take the drop penalty for that deal, and sit out until the next deal starts. You’re still in the game, and you play the next deal as normal.
You can only drop at the start of your own turn, before you draw a card. Once you’ve drawn, you have to finish the turn by discarding, and you can drop on your next turn instead.
First drop and middle drop
The penalty depends on when you drop. Dropping on your very first turn, before you’ve drawn any card, is a first drop. Dropping on any later turn is a middle drop, and it costs more because you’ve had the chance to improve your hand.
| Game | First drop | Middle drop |
|---|---|---|
| 101-point pool | 20 | 40 |
| 201-point pool | 25 | 50 |
These are the most common values. Some home games use their own, so agree on them before the first deal. Whatever you choose, the middle drop should cost noticeably more than the first, or nobody will ever drop early.
Why dropping can be the right move
Compare the drop with the alternative. If you play on with a weak hand and someone declares before you’ve made a pure sequence, every card you hold counts, up to the 80-point full count. A first drop in a 101-point game costs 20. If you’re unlikely to get close to a show, paying 20 now is far cheaper than risking 80 later.
A middle drop is a different trade. At 40 points it’s only worth taking when your hand hasn’t improved and you have reason to think someone is close to declaring.
When a drop can knock you out
In a pool game, a drop adds to your running total like any other score. Near the limit, that matters. If you’re on 85 in a 101-point game, even a first drop takes you to 105 and eliminates you. Your only chance of staying in is to play the hand and hope to declare, or to be caught with fewer than 16 points.
Drops add up quickly, too. Five first drops in a 101-point game is 100 points, which leaves you one point from elimination without ever having lost a hand.
Judging a hand
Look at your 13 cards before your first turn and ask four questions:
- Is a pure sequence close? Three cards in a row of one suit means you already have one. Two side-by-side cards of the same suit, like 6♥ 7♥, means you’re one card away.
- Do you have jokers? Each printed or wild joker makes your second sequence and your sets much easier.
- How many high cards are loose? Kings, queens, jacks and aces that don’t connect to anything are 10 points each if someone else declares.
- How many players are at the table? With six players, someone tends to declare sooner, so a slow hand is riskier than in a two-player game.
A hand with no pure sequence in sight, no jokers and a spread of unconnected high cards is a classic first drop. A hand with a pure sequence already made is almost always worth playing, even if the rest is messy.
Two example hands
Play it
You hold 4♣ 5♣ 6♣, a pair of 9s, 2♦ 3♦, a wild joker and a handful of loose cards. The pure sequence is already made, the joker can finish 2♦ 3♦ or turn the nines into a set, and you’re only a few draws from a show. Dropping here would waste a good start.
Drop it
You hold K♠ Q♦ J♣ A♥ 9♠ 7♦ 5♣ 3♥ 10♦ 8♣ 6♠ 4♦ 2♠: thirteen cards with no two of the same suit next to each other, no pairs and no jokers. Even with good draws you’re many turns from a pure sequence, and the king, queen, jack and ace alone are worth 40 points. Take the first drop.
Recording drops
When a player drops, write the drop value as their score for that deal, the same as any other score. In a score tracker, enter 20 or 40 (or your table’s values) for that player when the deal ends. Their running total, and whether they’ve reached the limit, update from there.