Daylily Rummy Cards, Melds, Scoring & Strategy Tips

Purple Quad Meld

How to Play

Select a starting dealer. The dealer shuffles the deck and deals ten cards face-down to each player. The deck is placed face down on the table as a "draw" pile and one card is turned face up to start the "discard" pile. The player to the left of the dealer plays first. (The basic game is for two players, but it also plays well for three, so these rules are written for three.)

On your turn, draw the top card from either the draw pile or the discard pile (your choice) and add it to your hand. Then declare melds (if you wish) and discard one card face-up to the discard pile. This discard may be any card in your hand. If the draw pile is exhausted, re-shuffle the discard pile and make it the new draw pile (do this before the player who drew the last card discards, so that card will start the new discard pile).

Each round ends when one player has melded his or her entire hand ("goes out"), thus presenting a Daylily Festival. The player who goes out must have a final discard, having melded a total of ten cards.

After a Daylily Festival is presented, record the scores for the round. (See End-of-Round Scoring.) If no player has a cumulative total of 100 points or more, play continues. The player who presents a Daylily Festival is the next dealer.

The Cards

The Daylily Rummy deck consists of 45 unique cards. There are 15 different daylily flowers (cultivars) which serve as the "suits," with each flower pictured on three cards: one, two, and three blooms. The flowers are grouped into five Color Families (Purple, Pink, Red, Yellow, and Orange) plus Pandora's Box, which exists all by itself. Each Color Family contains three different flowers except for the Orange Family, which has only two flowers. (Why? Because when I set out to create this game, I used only the daylilies in my own garden, and I have fewer orange flowers than other colors. As it happens, this provides an interesting twist to the game.) You do not need any prior knowledge about daylilies in order to play the game successfully, as the pertinent information is spelled out on the cards. The pictures are mainly for the player's enjoyment.

Flower Families

Before going further, we will present the five color families so you can follow the discussion about types of melds. Some melds are made within the family; others call for cards from different families. All cards are color-coded, and the color name is also written at the top of each card so that our color-blind friends will not be at a disadvantage.

Melds

There are three ways to match up your cards to create melds in this game: Pairs, Trios (which can be runs or sets), and purple Quads. You may declare melds during your turn by placing them face up in front of you. Once declared, these cards may not be picked up again and no additional cards may be substituted in or added to the meld. Opponents may not make any use of these cards.

Trio Melds - the basic building blocks.

Trio melds are made within the family, the color family that is. You may make a Trio meld of reds or pinks or yellows or purples or oranges. Trios are the most used meld - accounting for up to six of your ten cards - and come in two flavors: Runs (also called a "sequence" in some games) and Sets (also called a "book" in some games). Melds are either Scoring or Safe.

Runs: 1, 2, 3 blooms of mixed flowers in the same color family is a Safe run, while the harder to achieve 1, 2, 3 blooms of the same flower is a Scoring run.

Sets: a Trio meld using the same number of blooms on all three flowers in the family (e.g. the three purple 1 blooms, the three pink 2 blooms) is a set meld; set melds are always scoring. Orange flowers do not make set-type melds. (See Pair Melds.)

Examples of Trio runs:
1
Carlotta, 2 Ming Toy, 3 Flycatcher (all in the red family);
also: 1
Carlotta, 2 Ming Toy, 3 Ming Toy (it is ok to repeat a flower in the same color family).
This is not a Trio run meld : 1 Carlotta, 2 Ming Toy, 2 Flycatcher (not a 1, 2, 3 run).

Example Trio set:
1 Carlotta, 1 Ming Toy, 1 Flycatcher (all in the red family).
This is not a Trio set meld : 1 Carlotta, 1 Ming Toy, 1 Trahlyta (Trahlyta is not in the red family).

Note: Simply collecting same-color cards does not constitute a Trio meld; nor does collecting three of the same number of blooms on cards from different color families.

Special Attributes Pair Up.

Flowers that share special attributes may be melded in Pairs. There are five special attributes: early bloomers, double-blooms, spider forms, purple accents…and the color orange.

Attributes are designated with symbols in the upper left corner of the cards. Each special attribute is shared by just two flower varieties in the deck, and a Pair must contain one of each. Pairs are almost always made with flowers of a different color. To continue with the family analogy, if trios are a happy family, with pairs, you are dating...you don't date your sister, right? Except for the oranges, which are kind of strange that way.

Here are the symbols:
early bloomer: Ming Toy (red)
diamond
diamond
early bloomer: Stella d'Oro (yellow)
spider form: Fly Catcher (red)
spider
spider
spider form: Flamboyant Vamp (pink)
double bloom: Dublin Elaine (pink)
star
orange star
double bloom: Infinity (orange)
orange: Infinity
orange star
orange circle
orange: Goebel Porter
purple accent: Shady Lady (yellow)
right accent
left accent
purple accent: Pandora's Box


Quads are Trios with an Accent.

Quad-melds are only possible in the purple color family. Any purple accent card (any Shady Lady or Pandora's Box) may be added to a purple Trio to make it a Quad. A purple accent may not be used within a purple Trio; it may only be used as the fourth card in a purple Quad. A Quad must be melded all at once; a purple accent may not be added later to an already-declared purple Trio ("declared" means placing it face up in front of you during your turn).

Why all this fuss about pairs and quads? Because you won't be able to meld your entire ten-card hand in trios!

Pandora's Box

In mythology, Pandora's Box contains all the evil of the world – and Hope. So this flower can do a player much harm – or much good.

The good: Any Pandora's Box card in a declared meld earns three bonus points per PB card. Pandora's Box may be melded as a single flower run of 1, 2, 3 (scoring 12 points – three for the Scoring Trio plus three bonus points for each card!); or as a Pair with the other purple accent, Shady Lady; or as the accent card in a Purple Quad.

The bad: Any Pandora's Box card caught in your hand (not part of a meld) when it comes time to score the round counts minus 10 points against you .

Scoring and Safe Melds

At the Daylily Festival, each meld is either "Scoring" or "Safe." Each of your Scoring melds earns you points, regardless of whether or not you host the Daylily Festival. Safe melds do not score points but they are still valuable in two ways: they can contribute to your Daylily Festival, or they can reduce the points the winner gets if you aren't the one to host the Daylily Festival.

"Tell us about the Points!" you say.

Only declared melds (cards you placed face up in front of you during your turn) earn points. One point is awarded per card in Scoring melds. Pandora's Box also earns 3 bonus points per card when used in any declared meld, Safe or Scoring. If a meld meeting the criteria for Scoring is caught in your hand at the end of the round, this meld becomes "Safe" – these cards do not score for you, but they will not be added to the winner's score.

End-of-Round Scoring

To go out, you must be the first player to discard your last card, having melded the rest of the hand. Do this and you immediately become winner of the round and presenter of the Daylily Festival.

Ending the Round Without a Daylily Festival (highly unsportsmanlike)

It is possible that every player at the table may have melded their cards into three trios and be left holding a single card. If this occurs, the round ends immediately without a Daylily Festival. Give each player points for the Scoring melds played during the round, and the dealer of that round deals again. Players are strongly discouraged from developing this bad habit; the challenge of the game is to cleverly meld all ten cards.

Game End

The game ends when any player reaches 100 points or more. If more than one player reaches 100 points at the end of a round, the player with the highest total wins. In case of a tie, the last player to present a Daylily Festival is the winner. For a shorter game, set a lower goal in points or determine how many rounds will be played and whoever is ahead at the end of the last round is the winner.

Strategy Tips

Declaring Melds: Balance the need to declare Scoring melds against the information this gives your opponent(s). If you declare a run-type meld using pink flowers, your opponent(s) know they will never draw those cards to meld and may change their plans accordingly. Thus, you should not declare Safe melds until the end of the round. Instead, hold onto them and try to convert them into Scoring melds.

Playing Pandora's Box: To hold or not to hold? How long one keeps a Pandora's Box in hopes of melding it is a test of one's nerve. It is a good idea to make a Safe meld in your hand while waiting for the right cards to make a Scoring meld using Pandora's Box. If a player can go out at this point – or if you are concerned an opponent is about to go out – it is a good idea to declare the Safe meld and reap the 3 bonus points for Pandora's Box. This is sole the exception to the advice above against declaring Safe melds prior to the end of the round.

Selecting Discards: Because players will not be able to meld more than six cards as Trios, you will be on the lookout for potential Pairs. Holding onto cards with special attributes increases your chances of making Pairs. Discarding an unmatched card with a special attribute is riskier than discarding a card without an attribute because your opponent is also looking for Pairs.

Related Information: American Hemerocallis Society | Customized Playing Cards | Website ©2010 Cary Cleaver