Safari Rummy – Rules
This game is only suitable for the 'Classic' range of cards.
Object of the game: to get rid of all of the cards.
Shuffle the cards well and deal out 7 cards each, place the remaining cards face down to form a stock pile. Take the top card from the stock pile and place it face up to start a discard pile.
The player to the dealers left starts. Each turn must start by picking up either the top card of the discard pile or the stock pile. The player can then try to lay down a new set of at least 3, but no more than 5, matching cards. Sets can be by group (e.g. Heavyweights) or by some other link such as habitat, food type or behaviour. The other players must all agree that a set is based on a sensible link and is not too easy, for example “they all have two eyes” is far too easy. During the same turn, a player can also add cards from their hand to any existing sets provided they have already laid down a set of their own during the game and providing the sets do not exceed 5 cards. At the end of the turn the player must discard a card onto the discard pile.
Existing sets can be split to make new ones but at the end of a turn, all the sets must have at least 3 and no more than 5 cards in them. For example if a player holds the Crocodile and Pied Kingfisher cards and there is already a set of 4 Heavyweights cards on the table, they could split the Heavyweights set to make a smaller set of 3 Heavyweights cards and use the Hippo card to form a new “waterhole habitat” set with the Crocodile and Pied Kingfisher cards in their hand.
The first player to get rid of all their cards is the winner. Remember that each turn must end by placing a card on the discard pile. This includes the winning last turn, they are not allowed to go out purely by placing all their cards into sets, they must still put a card on the discard pile to go out and win the game.