The deck and the deal
A standard 13-card rummy game uses one or two standard 52-card decks, plus printed jokers. In a one-deck game, there is one printed joker; in a two-deck game, there are two. The decks are shuffled together, and 13 cards are dealt to each player, face down. Two cards are placed face down in the closed deck, and one card is turned face up to start the open deck.
The face-up card is the open joker for the hand, with one exception: if the face-up card is itself a printed joker, the next card is turned up and becomes the open joker. This rule is sometimes called the "printed joker exemption".
The draw and the discard
On each turn, the active player draws one card, either from the top of the closed deck (face down) or from the top of the open deck (face up). The player then discards one card from their hand, face up, to the open deck. A turn is complete when the discard is made.
The order of play is clockwise, starting with the player to the dealer's left. A player who is not active may not draw or discard.
Sequences and sets
A sequence is three or more cards in the same suit, in consecutive order. A pure sequence contains no jokers. An impure sequence contains at least one joker, which substitutes for a missing card. The Ace can be high (Q-K-A) or low (A-2-3), but cannot wrap around (K-A-2 is not a valid sequence).
A set is three or four cards of the same face value, in different suits. In a one-deck game, a set can have at most one card from each suit. In a two-deck game, a set can have two cards of the same suit (using both decks).
The declaration
A valid declaration needs three groupings: one pure sequence, one second sequence (pure or impure), and a third grouping (sequence, set, or both). All 13 cards must be grouped; any ungrouped card at declaration is an invalid show.
You declare by laying your 13 cards face up on the table and discarding your final card to the finish slot. Other players may then challenge any grouping; an invalid grouping on challenge means the declarer pays the maximum score, not zero.
The scoring
At the end of the hand, every losing player ungrouped cards are summed. Numbered cards carry their face value, face cards (J, Q, K) carry 10, the Ace carries 10, and the printed jokers carry 0. A player with a valid declaration scores zero. A first drop usually costs 2 points on a points table; a middle drop usually costs half the entry. A full-count loss is the face value, capped at 80 on most platforms.
The drop, in detail
The drop is a tool, not a failure. A first drop is allowed before the player has drawn a second card. A middle drop is allowed at any point after the first draw, up to the last turn before the declaration. The drop values are platform-specific; read the table rules before you sit down.
The challenge, in detail
A challenge is a formal objection to a specific grouping. The challenger names the grouping (for example, "I challenge the second sequence") and the platform's rules engine (or, in a home game, the other players) verify the grouping. An invalid grouping on challenge means the declarer pays the maximum score; a valid grouping on challenge means the challenger pays a small penalty (usually 2 points).
Common house variations
Most platforms play the rules above without modification. A few allow the printed joker to substitute for the open joker in a pure sequence (this is a house rule, not the standard). Some platforms cap the full-count loss at 80 in 13-card points and at 80 in 101-pool, and at 80 in 201-pool. Read the table rules before you sit down; the variations are small but real.