Shanghai Rummy – Rules
Play Shanghai Rummy against the computer
1. Overview
| Name | Shanghai Rummy (contract rummy) |
| Type | Rummy over seven rounds with fixed tasks |
| Players | 3 to 6, best with 4 to 5 (variant for 2) |
| Recommended age | 10 and up |
| Playing time | one round 5–10 minutes; a game (7 rounds) 45–75 minutes |
| Material | 2 French packs with 4 jokers (108 cards), pen and paper |
| Goal | Make the contract each round, go out and have the fewest penalty points at the end. |
| Difficulty | medium |
What is it about? Shanghai Rummy is an American contract rummy. A game has seven rounds, and each round sets a different task – such as “two sets” or “a set and a run of four”. Players who aren't on turn may “buy” the discarded card, but must take a penalty card with it.
2. Cards and material
- Pack: 2 × 52 cards plus 4 jokers = 108 cards.
- Jokers: are wild. At most one joker per meld.
- Order: A, 2, 3 … 10, J, Q, K, A (ace low or high).
- Penalty points for cards left:
| Card | Points |
|---|---|
| Joker | 50 |
| Ace | 15 |
| 10, J, Q, K | 10 |
| 2 to 9 | 5 |
- Face up and face down: Hands concealed, melds face up, discard face up, stock face down.
3. Preparation and start
- Shuffle.
- Deal: Everyone gets 11 cards.
- Discard: One card is turned face up.
- Start: The player left of the dealer begins.
- The deal passes after each round.
Start example: Round 1 – contract “two sets”. You hold three fives and two queens.
4. Goal and winning
| Round | Contract |
|---|---|
| 1 | two sets |
| 2 | one set + one run of four |
| 3 | two runs of four |
| 4 | three sets |
| 5 | two sets + one run of four |
| 6 | one set + two runs of four |
| 7 | three runs of four – with all cards, no discard |
- Set: 3 cards of the same rank (any suits).
- Run of four: 4 cards in sequence in the same suit.
- Round: Whoever is first to shed all cards ends the round. The others count their cards left.
- Game: After 7 rounds the lowest total wins.
5. Play in detail
A turn.
- Draw: from the stock or the top discard.
- Meld: Only once you can lay down the whole contract at once.
- Lay off: Once you've melded, you may add cards to any melds (others' too) in later turns.
- Discard: one card onto the discard pile.
Buying (“May I?”). A player who isn't on turn and wants the card just discarded asks for it. If the player on turn leaves it, the buyer takes it plus one penalty card from the stock. At most 3 buys per player per round.
Swapping jokers (variant). A player holding the real card for a melded joker may swap it.
Example with Players 1 to 4. Round 2: set + run of four.
- Player 1 holds three eights, 5-6-7 of hearts and a joker.
- Player 1 draws the 2 of spades and melds: 8-8-8 and 5-6-7 of hearts + joker (as the 8). Then he discards a card.
- Player 3 discards the 4 of hearts. Before Player 4 draws, Player 1 asks “May I?” – Player 4 leaves the card. Player 1 buys it and takes a penalty card from the stock.
- On his next turn Player 1 adds the 4 of hearts to his run: 4-5-6-7-joker of hearts.
6. Scoring
| Card left | Penalty points |
|---|---|
| Joker | 50 |
| Ace | 15 |
| 10 to king | 10 |
| 2 to 9 | 5 |
| Went out | 0 |
- Recording: One column per player; add up the penalties of all rounds.
- End: After round 7; fewest points win.
7. Special rules and situations
- Round 7: You must lay down all your cards in three runs of four and may not discard.
- Going out: In rounds 1–6 you may go out with your final discard or by laying off.
- Stock empty: Shuffle the discards and reuse them.
- Buying isn't a turn: The buyer takes the penalty card at once but plays only when it's their turn.
- Common mistakes: melding only part of the contract; buying too often and ending up with many penalty cards.
8. Variants
Standard in this description: 7 rounds, 11 cards, jokers wild, buying up to three times.
| Variant | What changes | Suits |
|---|---|---|
| Go (Connecticut) | Twos are wild too; round 7: set + run of seven. | a change |
| No buying | Only the player on turn takes the discard. | calmer games |
| Carioca | Chilean form with 8 rounds. | Chile |
| Kalooki | Jamaican form with 9 rounds. | Jamaica |
When playing against the computer on cardgames.zone you play with 2 to 6 players, Shanghai or Go (Connecticut); buying is allowed up to three times per round or can be switched off.
9. Tips for beginners
- Mind the contract: Collect only what you need this round.
- Save jokers: They fill the last gap – but cost 50 points if left over.
- Buy wisely: Each buy comes with a penalty card.
- Meld quickly: Once melded, you can lay off anywhere.
- Shed high cards: Aces and face cards cost a lot at the end.
- Watch others: What gets bought shows their plans.
- Plan round 7: Three runs of four need all 12 cards – start early.
10. Summary in 10 steps
- 108 cards, 7 rounds, 11 cards each.
- Each round has its own contract.
- Draw: stock or discard.
- Meld the complete contract.
- Then lay off on any melds.
- Discard one card.
- Buying: discard + penalty card, at most 3 times.
- The first to shed all cards ends the round.
- Cards left = penalty points.
- After 7 rounds the lowest total wins.
11. Frequently asked questions
What is a contract?
The round's task, e.g. “two sets”. You may only meld once you can lay it down completely.
What does buying mean?
You take the discarded card out of turn and draw a penalty card from the stock with it.
May I lay off on other players' melds?
Yes, once you've melded your contract.
How many jokers may a meld contain?
One.
What's special about round 7?
All your cards must go into three runs of four – without a discard.
How long does a game take?
Seven rounds take about 45 to 75 minutes.
Origin & history
Contract rummy has been a popular family game in North America since the middle of the 20th century: each round requires a different mandatory combination. Shanghai is the best-known name – but many families play their own house rules and call the game something else; in New England, for example, simply “Go”.