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Contract rummy
Contract rummy
from Wikipedia
Contract rummy
A meld of four cards in contract rummy
OriginAmerica
Alternative namesCombination rummy
FamilyMatching
Players3-8
SkillsStrategy
Cards54+ multiple decks depending on players
DeckFrench
Rank (high→low)A K Q J 10 9 8 7 6 5 4 3 2 (A)
PlayClockwise
Playing time2 hours
ChanceMedium
Related games
Gin Rummy

Contract rummy is a Rummy card game, based on gin rummy played by 3 to 8 players.[1] It appeared in the United States during the Second World War.[2] The game is also known as Combination rummy, Deuces Wild Rummy and Joker rummy, and a proprietary version of the game called Phase 10 was published in 1982.

Play

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Basics

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Contract rummy is played with multiple decks of 54 standard playing cards, including the Jokers. Aces are high and low (above a King), and Jokers are wild cards. The number of decks varies from 2 to 4 and is based on the number of players (see chart). Each game is based on 7 rounds of hands, and the rules for each hand are unique. One player begins as dealer for the first hand, and then the player to the dealer's left becomes dealer for the next hand, and so on. Each player is dealt ten cards for the first four rounds and then 12 for the last three. The rest of the deck is then placed face down in the middle of the players; this is referred to as the stock. One card is taken from the top of the stock and placed face up next to it. This card is called the upcard and becomes the beginning of the discard pile, else known as "dead", or no longer in the game.

The first player to play is the player to the dealer's left. Play always progresses in this clockwise direction. Each player has a choice at the beginning of their turn. They may either pick up one new card from the top of the stock or take the upcard. After the player draws their card, either from the stock or the upcard, they must then choose any card in their hand to discard by placing this card face up on the discard pile. That card then becomes the new upcard, which the next player in turn can take. If the next player chooses not to take the upcard, any other player may claim it. This is achieved by calling out for the card. The first player to call for the card takes it, as well as a penalty card from the deck.

Melding

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The object of each hand is to come up with the correct combination of cards to be able to meld, or "lay out". The combination for each hand is different (see chart), and they become more difficult with each subsequent hand. The combinations for each hand are either sets or runs or a combination of both. A set is a combination of a specific number of cards of the same rank, and the suit is not important. A run is a combination of a specific number of cards of the same suit that have consecutive ranks. A player must have both a set of 3 cards and a run of 4 cards in their hand before they can meld in certain rounds.

A player can meld only when it is their turn. They must start their hand by drawing a card, then when they own the correct sequence of cards, they are allowed to meld or "go down" by laying their meld cards face up on the table in their correct sequence. Only their meld cards can be laid out and no additional cards. After melding, a player can then play on the melds of other players. Afterwards, any one card of the active player can then be discarded. If the player has no more cards in their hand after discarding, they are declared the winner of the hand. The player must have a discard and cannot discard a playable card. If the player does not have a discard, the player must draw as usual, play any cards playable, and then discard.

Play for the player who has gone down

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When a player is "down" (already melded), they will still take their turn in turn with the other players, and must still draw a card and discard. A player who is down can play their cards on the melds (lay out) that have been completed by any player. For example, if a player has laid down a set of 3 8s, and the player draws 8s in the following turns, they can lay the card down on the set of 8s. All laid out cards in this manner must preserve the run or set's state of being a complete run or a set. If a run has a wild card in it, the player can replace the wild card with the appropriate card (that player can then place the wild card on any melds). For example, if the run had 5-6-Joker-8-9 of clubs, the Joker can be replaced with the 7 of clubs. Unlike the limitation of the number of wild cards in the original meld, there is no limitation as to how many wild cards can be put into a hand that is already down.

Winning the game

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Play progresses until one of the players "goes out," meaning they are able to discard the last card in their hand. That player is then the winner of that hand, and the hand is then over. The winner for the hand gets zero points, and the other players count their cards to determine their score for the hand. After all seven hands are played, the winner is the player with the lowest score.

Sequence of contracts

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[3]

Deal Number Cards Needed to put down Dealt cards Contract
1 6 10 (or 9) 2 sets
2 7 10 1 set and 1 run
3 8 10 (or 11) 2 runs
4 9 10 (or 12) 3 sets
5 10 12 2 sets and 1 run
6 11 12 1 set and 2 runs
7 12 12 3 runs, no discard

Number of decks required by player count

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  • 2 decks: up to 4 people
  • 3 decks: 5-6 people
  • 4 decks: 7-8 people

The game supports up to two more players per added deck.

Points

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Card Point Value
2-10 Spot/Index value
Face Cards (J, Q, K) 10
Ace 15
Joker 15 or 20

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Contract rummy is a multi-round variant of the family of card games, typically played by 3 to 8 players using two or more standard 52-card decks plus . The game consists of seven successive deals, in which players are dealt an increasing number of cards and must fulfill a specific "contract"—a predetermined combination of melds, such as sets of three or more cards of the same rank or runs of four or more consecutive cards of the same suit—before laying off additional cards or going out by emptying their hand. The objective is to score the lowest cumulative points over all seven deals, with points assigned to unmelded cards based on their face value (aces and jokers being the highest at 15 or more). Originating in the United States during the 1930s amid the popularity of , contract rummy evolved from an earlier game called Zioncheck, invented by Ruth Armson, which featured six contracts. It gained prominence in the 1940s, particularly through women's clubs and social groups, as noted by card game authority Albert Morehead in 1950, and is believed to have spread widely during . The game's structure emphasizes , as contracts progressively increase in difficulty: for example, the first deal requires two sets of three cards, while the seventh demands three runs of four without discarding. Jokers serve as that can substitute in melds but score high if left in hand, adding risk to their use. Variations of contract rummy, such as Shanghai rummy, Liverpool rummy, and (a commercial adaptation), share the core mechanic of escalating contracts but differ in details like the number of decks, scoring, or exact meld requirements. Played individually without partnerships, it rewards adaptability and observation of discards, making it a staple in social and family settings.

Introduction

History and origins

Contract Rummy emerged as a variant within the broader family of card games during . The game's structure, featuring progressive contracts that players must fulfill across multiple hands, built upon earlier innovations in meld-based . Contract Rummy games date from the Contract Bridge boom of the era. The roots of Contract Rummy trace back to Zioncheck, a precursor game devised by Ruth Armson . Zioncheck introduced the concept of sequential meld requirements, using just six contracts, which laid the foundation for the expanded seven-contract format seen in standard Contract Rummy. This evolution reflected the growing popularity of structured rummy variants during the mid-20th century. Game historian David Parlett attributes the development of Contract Rummy-style games to the influence of , which surged in popularity during the 1930s and inspired adaptations in other card games emphasizing strategic progression. Earlier games like , which emphasized forming sets and runs efficiently, also contributed to its meld-focused mechanics. By the early 1950s, card game authority Albert H. Morehead noted Contract Rummy's status as one of the most favored games in women's clubs and regular card circles, cementing its place in American social gaming. Its spread occurred primarily through family and community gatherings in the post-war era, evolving into variants such as while retaining core contractual elements.

Objective and key concepts

Contract Rummy is a strategic variant of where players compete over seven fixed deals to form predetermined combinations of melds known as contracts, aiming to minimize their cumulative penalty points by discarding all cards from their hand. The primary objective is for each player to complete the specific contract for the current deal by melding the required sets and runs, after which they may lay off additional cards onto existing melds, with the player who first goes out causing opponents to score points based on their remaining unmelded cards. At the end of all seven deals, the player with the lowest total points is declared the winner, as points accumulate from penalties in each round. Central to the game are melds, which consist of either sets—three or more cards of the same rank but different suits, such as three kings—or runs—three or more consecutive cards of the same suit, such as the 7, 8, and 9 of hearts. Jokers serve as , substituting for any card in a meld to facilitate forming these combinations, though they cannot form melds on their own and may have restrictions on reclamation depending on the variant. Each deal features an escalating that dictates the exact number and type of melds required, such as two sets of three cards in early rounds progressing to more complex arrangements later, ensuring players must adapt their strategy progressively. Failure to meet a deal's before another player goes out results in penalties, where unmelded cards are valued—typically 10 points for face cards, face value for numbered cards, and higher for aces and —adding to the player's total score. Unlike standard , where players can immediately meld and lay off cards freely, Contract Rummy mandates completing the full in a single initial meld before any laying off is permitted, which demands careful hand management and foresight to balance current and future deal requirements. This progressive structure heightens the emphasis on strategic planning, as early deals build toward increasingly demanding contracts over the game's fixed duration of exactly seven deals.

Setup

Players and decks

Contract rummy is optimally played with 3 to 8 players, as this range allows for strategic depth in forming melds and managing discards while maintaining a balanced pace of play. With 2 players, the game becomes less dynamic due to fewer opportunities for interaction, though it remains playable; for more than 8 players, additional decks and adjustments to dealing are necessary to ensure sufficient cards for all contracts. The game requires multiple standard 52-card decks, including jokers, scaled to the number of participants for adequate card circulation. For 2 to 4 players, 2 decks (104 cards total) plus 4 jokers are used; for 5 to 6 players, 3 decks (156 cards) plus 6 jokers; for 7 to 8 players, 4 decks plus 8 jokers. These configurations prevent card shortages during the seven progressive deals, where players aim to minimize deadwood points. Other sources recommend 2 decks plus a number of jokers equal to one fewer than the number of players for 3 to 5 players. Jokers serve as fully wild cards, capable of representing any rank and suit within a meld to complete sets or runs, but they cannot form a meld independently—requiring at least one natural card. In joker-free variations, which omit wild cards entirely, the game's difficulty increases as players must rely solely on natural cards to meet escalating contract requirements. Setup involves dealing cards face down to each player, with the remaining cards forming a central stock pile and an initial discard pile turned face up beside it. This arrangement facilitates drawing from the stock or discard and ensures fair access to potential meld-building cards.

Dealing and initial play

The dealer shuffles the combined decks thoroughly before dealing. Cards are then distributed face down to each player, one at a time in order. In the first three deals, each player receives 10 cards; in the remaining four deals, each receives 12 cards. Variations may deal 10 cards for the first four deals and 12 for the last three. The remaining cards are placed face down in the center to form the stock pile, with the top card of the stock turned face up to initiate the discard pile. The first dealer is selected randomly, such as by drawing the lowest card from a shuffled deck ( low), and the role rotates after each deal. The player to the dealer's left takes the first turn of the deal. Upon receiving their hands, players sort their cards privately to organize potential melds, but no cards are revealed or melded at this stage. Play commences with the starting player drawing a card from either the or the discard pile. If the stock pile is depleted during play, the discard pile is collected (excluding its top card, which remains available), shuffled, and placed face down to form a new stock pile.

Gameplay

Turn structure

In , a player's turn follows a structured sequence designed to advance the hand toward completion while maintaining strategic choice. The turn begins with the player drawing exactly one card, either the top card from the face-down stock pile or the top face-up card from the discard pile. Players cannot draw from both piles in a single turn and must draw a card as long as the stock is available; if the stock is depleted, the discard pile (excluding its top card) is shuffled to form a new stock. After drawing, the player has the option to meld cards from their hand to the table if they have met the current hand's contract requirements, though melding is not obligatory and players may choose to pass until they are ready. This flexibility allows players to build toward their contract without premature exposure of their hand. The turn concludes with the player discarding exactly one card face-up to the discard pile, which becomes available for the next player; a player cannot end their turn without discarding unless they go out by melding or laying off all their cards. Play proceeds clockwise, with turns continuing in this rhythm until one player goes out, ending the hand.

Forming melds

In Contract rummy, melds are formed by combining cards from a player's hand into either sets or runs, which serve as the foundational units for fulfilling gameplay objectives. A set consists of three or more cards of identical rank, regardless of , such as three 7s (7♥-7♠-7♦) or four queens (Q♣-Q♦-Q♥-Q♠). Suits play no role in set validity, allowing cards from all four suits to be included, and additional cards of the same rank can extend the set beyond the minimum three cards. Runs, alternatively known as sequences, are created with four or more consecutive cards of the same , for example, the 4-5-6-7 of hearts (4♥-5♥-6♥-7♥) or the jack-queen-king of spades (J♠-Q♠-K♠). Aces may function as high (e.g., J-Q-K-A) or low (e.g., A-2-3) within a run but cannot wrap around the deck, meaning combinations like Q-K-A-2 are invalid. Runs must maintain strict consecutiveness without gaps, and extensions can occur by adding cards to either end, provided the suit and sequence remain unbroken. Jokers function as wild cards that substitute for any rank or suit in a meld, enabling the completion of sets or runs while ensuring the overall meld totals at least three cards. For instance, a joker paired with two 8s (8♣-8♦-Joker, representing 8♥) forms a valid three-of-a-kind set, or in a run, a joker could stand in for the 7♠ in 5♠-6♠-Joker-8♠. This substitution maintains the meld's integrity without altering its minimum size requirement. Once formed, melds are placed face up on the table in front of the player, typically during their turn after drawing a card. These melds cannot be rearranged or broken apart after placement, except through subsequent laying off actions that add to existing combinations without disrupting their structure. This placement rule ensures transparency and prevents retroactive modifications to committed cards.

Meeting the contract

In Contract Rummy, meeting the contract requires a player to lay down a specific combination of melds that exactly fulfills the requirements for the current deal, typically consisting of a predetermined number of sets and runs formed from cards in their hand. This action can only occur during the player's turn, immediately after drawing a card from the deck or discard pile and before discarding, and it must be completed in a single turn by placing all required melds face-up on the table simultaneously. Melds, which include sets of three or more cards of the same rank in different suits or runs of four or more consecutive cards in the same suit, must adhere to the minimum card counts and types specified for that deal, such as two sets of three cards each in the first deal. A player may attempt to meet the on any of their turns once they have the necessary cards, but they can only do so once per deal; partial fulfillment is not permitted, and any remaining cards in the hand cannot be laid off until the is met. If the attempted melds are invalid—such as forming a run that violates or sequence rules, using an improper number of , or failing to match the exact requirements—the melds are not accepted, and the player must continue their turn by discarding without having gone down. Validation ensures that all melds are legitimate under the game's standards, preventing strategic errors or disputes during play. Successfully meeting the contract marks a pivotal shift in the deal, allowing the player to participate in laying off additional cards from their hand onto any existing melds—whether their own or those of opponents—on subsequent turns, thereby reducing their hand size and potential penalty points. Until a player has gone down by fulfilling their contract, they cannot lay off cards, maintaining the competitive tension as others who have already met their contracts gain this advantage first. This mechanism encourages strategic card management to achieve the contract as efficiently as possible while anticipating opponents' progress.

Laying off and ending hand

Once a player has successfully met their contract by melding the required combinations on a previous turn, they may lay off additional cards from their hand on subsequent turns. Laying off involves adding these cards to any existing melds already on the table, whether their own or those formed by opponents, thereby reducing the cards remaining in their hand. For example, a player could add a 7 of hearts to an opponent's run of 5-6 of hearts, or extend their own set of three 8s by adding a fourth 8. After meeting the contract, players cannot form new melds; they are restricted solely to laying off cards onto established ones. There is no limit to the number of cards that may be laid off in a single turn, allowing players to add as many as possible from their hand while adhering to valid meld extensions, such as maintaining in runs or rank in sets. Jokers within sequences may be reclaimed by a player holding the natural card they represent, who can then substitute it and immediately lay off the joker elsewhere on the same turn. To go out and conclude the hand, a player must first have met their and then lay off all remaining cards in their hand onto existing melds. The final action is discarding their last card to the discard pile, emptying their hand entirely, except in the seventh deal, where the player melds all cards without discarding. Only players who have gone down (met their ) may attempt to go out; those still working toward their cannot discard their final card in this manner. The hand ends immediately when one player successfully goes out, at which point all other players reveal their remaining hands for scoring purposes, and no further play occurs in that deal. If the stock and discard pile are both depleted before anyone goes out, the hand also concludes with hands revealed for scoring.

Contracts

Sequence of seven deals

Contract Rummy is played over a fixed sequence of seven deals, each with a specific that players must meet by forming the required melds before going out. The contracts escalate in complexity through increasing numbers of sets and runs, requiring players to adapt their as the game advances. All seven deals must be completed for a full game, with the player achieving the lowest total score declared the winner. The specific contracts for each deal are as follows:
DealContract Requirement
1Two sets of three
2One set of three and one run of four
3Two runs of four
4Three sets of three
5Two sets of three and one run of four
6One set of three and two runs of four
7Three runs of four, with no discard
serve as and can substitute for any card in a meld to help meet the .

Meld requirements and examples

In Contract Rummy, melds must adhere to the specific requirements of each deal's contract, typically consisting of sets (three or more cards of the same rank and different ) or runs (four or more consecutive cards of the same suit). For Deal 1, which requires two sets of three cards each, a valid set example is : K♥, K♦, K♠. Sets cannot include duplicate suits or fewer than three cards, rendering a two-card combination like K♥ and K♦ invalid as a standalone meld. For Deal 2, requiring one set of three and one run of four, sets may incorporate as substitutes for missing ranks. A valid example is a set of four 10s using a joker: 10♣, 10♦, 10♠, with the joker representing 10♥. However, a lone joker without accompanying natural cards of the same rank forms an invalid meld, as jokers must substitute within a proper set or run structure. Runs illustrate sequential play tied to contract minima, with aces permitted only at the low end (A-2-3-4) or high end (Q-K-A) but never wrapping around, such as in the invalid K-A-2 configuration. For Deal 3, which calls for two runs of four each, a valid run example is 5♠-6♠-7♠-8♠, though longer runs like 5♠-6♠-7♠-8♠-9♠-10♠-J♠ may be formed during laying off after the initial meld. Mismatched suits, as in 5♠-6♠-7♥-8♠, render a sequence invalid. Joker integration enhances flexibility across deals, substituting any card while maintaining meld integrity; it cannot create contiguous runs in the same suit that violate separation rules. For Deal 5, requiring two sets of three and one run of four, a valid run incorporating a joker is Joker-3♥-4♥-5♥-6♥, with the joker as 2♥ (or alternatively as 7♥ to extend to Joker-3♥-4♥-5♥-6♥-7♥-8♥-9♥-10♥ if laying off). Invalid uses include multiple consecutive jokers or a joker bridging non-consecutive cards without suit consistency. These examples clarify application within the sequence of seven deals, where initial melds must precisely match the contract before additional cards are laid off. For Deal 7, all cards must be melded in the three runs without discarding to go out.

Scoring

Card point values

In Contract rummy, penalty points are assigned to unmelded cards remaining in a player's hand when another player goes out, with the goal of minimizing these points through successful melding. Melded cards, whether in sets or runs, score zero points regardless of their rank or . The point values for individual unmelded cards are standardized across most rulesets as follows:
Card RankPoint Value
2–10 (e.g., 5 of hearts = 5 points)
Jack, Queen, 10 points each
15 points
Joker15 points
Jokers function as wild cards when melded but incur the full penalty if left unmelded. Some variations adjust joker penalties to 25 points or aces to 11 points, but the above values represent the conventional scoring. These per-card penalties contribute to the overall hand score for unmelded cards, as detailed in subsequent scoring rules.

Hand and game scoring

In Contract Rummy, scoring for each hand concludes when one player goes out by discarding their last card, ending the deal. Alternatively, if the and discard pile are both exhausted without anyone going out, all players score penalty points for all cards in their hands. The player who goes out scores 0 points for that hand, while the other players incur penalty points equal to the total value of their unmelded cards remaining in hand. These values are calculated based on the standard card point assignments, such as face cards at 10 points and aces at 15 points. Players who have not met the requirements for the current deal cannot lay off additional cards to existing melds, leaving them with more unmelded cards and thus higher penalty points compared to those who have fulfilled their . The game consists of seven sequential deals, with penalty points from each hand accumulating into a running total for every player. After the seventh deal, the player with the lowest cumulative score is declared the winner. The endgame tally occurs immediately following the seventh deal, finalizing all scores without further play in the standard format.

Variations and strategy

Rule variations

Contract rummy features several regional and variations that adapt the standard for different preferences or player counts. One common variant omits entirely, removing and thereby increasing the difficulty of forming melds, as players must rely solely on sets and sequences without substitutions. Shanghai rummy, often considered a close relative or of contract rummy, shares the core contract-based but introduces differences such as dealing 11 cards per player across 10 rounds instead of the standard 7, with contracts beginning with two sets of three cards and progressing to more complex combinations like three runs of five in the final round. Adjustments for player numbers are frequent; for 2 to 4 players, two decks plus jokers are typically used, while 5 to 6 players require three decks and 7 or more necessitate four decks to ensure sufficient cards. Some groups modify hand sizes in later deals to 11 cards per player rather than the standard 12, easing progression in extended play. Additional tweaks include fixed scoring for aces at 15 points when unmelded, regardless of position in sequences, and an optional "buy" rule where players can claim the discard pile's top card out of turn by drawing an extra from the , typically limited to once or twice per hand to maintain flow.

Strategic tips

In the initial deals of Contract Rummy, players should prioritize forming sets of three or more cards of the same rank, as the contracts for deals 1 and 2 require two such sets, allowing for quicker fulfillment and reduced hand points if the round ends early. Holding versatile low-numbered cards during these early stages provides flexibility for transitioning to runs in subsequent deals, where sequences become more prominent. As the game progresses into mid-deals (3 through 5), careful observation of the discard pile is essential to infer opponents' progress toward their contracts; for instance, frequent picks from a particular suit suggest an opponent is building a run, prompting players to avoid discarding additional cards in that suit to hinder their completion. This tracking also informs decisions on whether to draw from the or take the discard, balancing the need for information against the risk of revealing one's own through picks. Jokers, serving as wild cards, are best reserved for later deals (5 through 7), where contracts demand longer runs or combinations that benefit from their substitutive power, such as completing a four-card run; however, holding a joker when unable to meet the contract carries a high penalty of 15 points, necessitating a calculated risk assessment. Players can reclaim a joker from an existing run by substituting the natural card, but this tactic is ineffective for sets and should be used judiciously to avoid disrupting meld integrity. General tactics emphasize melding the as soon as possible to enable aggressive laying off of additional cards onto any table melds, thereby minimizing deadwood points at round's end; this approach is particularly effective in deals requiring 12 cards, where early going down allows for rapid hand reduction. Throughout all deals, discarding high-value cards like kings or aces early—when they cannot contribute to the current —helps control potential penalties, while occasionally using the "May I?" rule to snag a key discard out of turn can accelerate progress despite the stock penalty draw.
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