Three to eight cards
A pure sequence can run from three cards up to the full hand minus the second group and set. There is no upper length cap, but every card in the run must match suit and follow rank.
A valid rummy show is a small set of mechanical rules, not intuition. This page reads the meld anatomy in the order the rulebook lays it out: pure sequence, impure sequence, set, and the moment of declaration.
The pure sequence is the only mandatory group in a valid declaration. Read it as a mechanical rule first; the table manners come second.
A pure sequence can run from three cards up to the full hand minus the second group and set. There is no upper length cap, but every card in the run must match suit and follow rank.
The wild joker is a substitution card. It may sit in an impure sequence; it may not sit in a pure sequence. Putting the wild joker into the pure group is the most common adult mistake.
If the pure sequence is not visible by the third or fourth turn, the hand is a candidate to drop. Holding on past that point usually costs more points than the drop penalty.
The impure sequence sits in the second group. It counts, but it cannot stand alone: every valid declaration has a pure sequence first.
The wild joker replaces the missing rank. The substitute must follow rank order, not just fill a gap. A 5 of hearts followed by a wild joker followed by a 7 of hearts is valid; a 5 followed by a joker followed by a 9 is not.
The printed joker is the joker card in the deck. It scores zero points and never substitutes for another card. It is best used as a zero-point discard, not as a meld card.
The set is the third group. It is the easiest group to build and the easiest group to misplay.
Three or four cards of the same rank, suits may be mixed. Jokers may substitute one of the ranks but not two. A four-of-a-kind set is allowed and scores zero at declaration.