Rules of Contract Rummy -
How To Play Contract Rummy
Contract Rummy is believed to
have originated from a game called Zioncheck that was devised by Ruth Armson.
David Parlett suggests that Contract Rummy card games followed on from Contract
Bridge which was popular in the 1930's. Other names for Contract Rummy
include Shanghai
Rummy, Liverpool Rummy, Joker Rummy, Progressive Rummy, Combination Rummy, King Rummy
and Continental Rummy.
Some of these are slight variations on the original Contract Rummy but the
basic principles are
the same. There are a series of deals, each of which have a set requirement in
terms of the type of melds that need to be achieved for going out and are of a fixed character.
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Contract
Rummy rules require that there are set pre determined contracts (the
"Basic Contract") for each deal in a game. For
example, in deal #2, one set (3 cards) and one sequence (4
cards) are required as on the left. Each successive deal has a new
contract and this keeps the game challenging whilst adding a new dynamic to
each hand. |
The Deck
To start, shuffle together
two decks of 52 cards, including just one joker (105 cards in total). With
five or more players, you use three decks with two jokers (158 cards in total)
These will act as wild cards, which can take the place of any card in the
game.
|
Number of Players |
Decks |
Jokers |
Total Card |
|
2 to 4 |
2 Decks |
1 |
105 |
|
5 Plus |
3 Decks |
2 |
158 |
The Deal
Cut the cards and deal ten
out to each player. The person with the lowest card starts out as the dealer -
ace is lowest in the draw. Each round, the dealer moves to the left, dealing
out ten cards to each player. From here, play moves to the left. In each of
the first four deals, each player receives 10 cards and for the last three
deals, each player receives 12 cards.
|
Deal |
Cards Dealt
To Each Player |
|
Deals 1 - 4 |
10 cards |
|
Deals 5 - 7 |
12 cards |
After the cards are dealt to
all players, the dealer places the remaining cards face down in a pile on the
table forming stock. The top card is flipped over to start the discard pile.
Object of the game
The object of the game is to
arrange your cards into melds of sets (aka groups or books) and sequences (aka
straights or
runs) as with standard Rummy and most other Rummy games.
Sets are groups of three or more cards that have the same value or rank (all 3’s, all
Kings, etc). Note that sequences in Contract Rummy are groups of "four or more" cards that are all the same
suit and are in consecutive order. For each
deal that occurs there is a different
“Basic Contract” must be put adhered to, which is a specific mix of sets and
sequences. They are as follows:
|
Deal |
Cards |
Basic
Contract |
Example of Meld
1 |
Example of Meld
2 |
Example of Meld
3 |
|
Deal 1 |
10 |
Two Sets |
Q Q
Q |
4
4 4 |
Not Required |
|
Deal 2 |
10 |
One Set, One
Sequence |
8
8 8 |
3 4
5 6 |
Not Required |
|
Deal 3 |
10 |
Two Sequences |
2
3 4
5 |
6 7
8 9 |
Not Required |
|
Deal 4 |
10 |
Three Sets |
A
A A |
8
8 8 |
Q Q
Q |
|
Deal 5 |
12 |
Two Sets, One
Sequence |
K
K K |
5
5 5 |
A 2
3 4 |
|
Deal 6 |
12 |
One Set, Two
Sequences |
3 3
3 |
6
7 8
9 |
5
6 7
8 |
|
Deal 7 |
12 |
Three
Sequences |
3 4
5 6 |
4 5
6 7 |
A 2
3 4 |
The heading "Cards" in the above table refers
to the number of cards dealt to each player for the corresponding deal. It should also be noted that the minimum number of cards required to
form the Basic Contract of the deal increases by one card for each subsequent
deal. For example, in Deal 1 you only require 6 cards to form two sets. In
Deal 2, you require at least 7 cards to form one set and one sequence, and so on.
In Deal 7, the first meld of this deal ends play and it must be
achieved with no unmatched cards. In other words, it must be a complete hand.
Any three cards of the same rank form a set
regardless of suit and therefore a set formed of A
A
A
is a valid set. Also, where two sequences are required, they must be of
different suits. If they are not of different suits, then they must not be in
consecutive order. For example, a sequence of 2
3
4
5
6
7
8
9
counts as just one sequence. However,
2
3
4
5
7
8
9
10
is considered as two because of the break between
the 5
and the 7
.
How Contract Rummy Is
Played Turn By Turn
There are a number of elements
observed during a single turn of Contract Rummy:
(1) Drawing (Compulsory)
- The first player to the left of the dealer draws first and must take just
one card either from the top of the discard pile or from the top of the stock
pile and add this card to his hand. Then, a card must be laid down on the
discard pile.
(2) Buying (Optional)
- If the card on top of the discard pile (the upcard) is not wanted by the
player whose turn it is, that card may be “bought” which means it can be
picked up straight away by any player. The player who "buys" must also pick up
a card from the stock pile which is known as a "penalty card". The
player that does this may not meld, lay off or discard since it is not his
turn. Also he must still must pick up a
card on his turn, which means that he will have two extra cards, though one or both may
help him complete a meld.
In this situation, play then
reverts to the player whose turn it still is, who draws from the top of the
stock. He may not draw the next card on the discard pile, having already
refused the first one, but he must make one discard to end is his turn.
(3) Melding
(Compulsory) - Once a player whose turn it is, has drawn a card he may lay
down the melds required for the contract. This is known as "fulfilling the
contract". Melding can be considered compulsory in so far as the
player can actually lay down the basic contract of the deal as defined in the
above table. He may not lay off any additional cards on the same turn during
which he fulfilled the contract.
(4) Laying Off (Optional
& Conditional) - It is only on a turn subsequent to that during which
a player has laid down the basic contract, that he may lay off cards on any
melds on the table but he may not meld additional sets or groups at any time
after the contract has been met.
(5) Joker Substitution
(Optional & Conditional) - Jokers are wild cards used in place of
any other card in a meld. Once a player has laid down the
basic contract he is eligible to take a joker into his hand from a meld on the
table by replacing it with the card it represents. If more than one player is
able to do this, then the player whose turn is due earlier takes precedence on
this move. A joker in a sequence may be moved to either end by a player who
wishes to lay off the natural card on the meld (but no sequence may be
comprised of more than 14 cards).
(6)
Discarding (Compulsory) - After drawing, the player must then
examine his or her
cards and decide which one is needed least of all. The player must then take this card
and place it on the discard pile, face up. Note that discarding is not
compulsory in Deal 7 as the first meld of this deal ends play and it must be
achieved with no unmatched cards. In other words, it must be a complete hand.
Once the discard has taken place, play then moves to the person on their left.
If The Stock Pile
Finishes
In the event that the stock
pile runs out of cards before a player has gone out, the discard pile is
shuffled by the dealer and turned over to form a new stock pile.
Scoring Information
Play continues in this way
until one player has got rid of all their cards by melding or laying off. When
this happens, play ends and the scores of other players are added up. In
Contract Rummy the Ace ranks high (Q-K-A) or low (A-2-3) but do not go around
the corner and therefore K-A-2 is not viable.
An Ace may be laid off at
either end of a sequence, even in a situation where there are two Aces (one at
either end). At the end of the
game, the cards are tallied up as per usual and the cards are valued as
follows for scoring purposes:
|
Cards |
Value |
Example 1 |
Example 2 |
|
Jokers |
15 points |
is worth 15 points |
is worth 15 points |
|
Aces |
15 points |
A
is worth 15 points |
A
is worth 15 points |
|
Faces |
10 points |
J
is worth 10 points |
K
is worth 10 points |
|
Others |
Pip value |
2
is worth 2 points |
8
is worth 8 points |
Other House Rules
The above are the most
commonly used items included in the standard Contract Rummy rules but the following
individual house rules may be introduced to the game at the discretion of the
those organising it, including:
(1) According to some rules, the game is to
be played with two decks of 52 cards, plus jokers. The number of jokers used
is one less than the number of players, so 3 players play with 106 cards, 4
players with 107 cards and 5 with 108 cards.
(2) According to Hoyle, each set in a basic
contract must comprise exactly three cards (not three or more) except for Deal
7. In this case, a player having a set of four or more may only meld three
cards. The additional cards may be laid off at a later turn.
(3) Some play with number cards (2 through 10)
counting as 5 points each instead of their pip or number value. Some
play with jokers counting as 25 points.
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