Shanghai Rummy – Rules

Play Shanghai Rummy against the computer

1. Overview

NameShanghai Rummy (contract rummy)
TypeRummy over seven rounds with fixed tasks
Players3 to 6, best with 4 to 5 (variant for 2)
Recommended age10 and up
Playing timeone round 5–10 minutes; a game (7 rounds) 45–75 minutes
Material2 French packs with 4 jokers (108 cards), pen and paper
GoalMake the contract each round, go out and have the fewest penalty points at the end.
Difficultymedium

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

CardPoints
Joker50
Ace15
10, J, Q, K10
2 to 95

3. Preparation and start

  1. Shuffle.
  2. Deal: Everyone gets 11 cards.
  3. Discard: One card is turned face up.
  4. Start: The player left of the dealer begins.
  5. The deal passes after each round.

Start example: Round 1 – contract “two sets”. You hold three fives and two queens.

4. Goal and winning

RoundContract
1two sets
2one set + one run of four
3two runs of four
4three sets
5two sets + one run of four
6one set + two runs of four
7three runs of four – with all cards, no discard

5. Play in detail

A turn.

  1. Draw: from the stock or the top discard.
  2. Meld: Only once you can lay down the whole contract at once.
  3. Lay off: Once you've melded, you may add cards to any melds (others' too) in later turns.
  4. 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.

  1. Player 1 holds three eights, 5-6-7 of hearts and a joker.
  2. 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.
  3. 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.
  4. On his next turn Player 1 adds the 4 of hearts to his run: 4-5-6-7-joker of hearts.

6. Scoring

Card leftPenalty points
Joker50
Ace15
10 to king10
2 to 95
Went out0

7. Special rules and situations

8. Variants

Standard in this description: 7 rounds, 11 cards, jokers wild, buying up to three times.

VariantWhat changesSuits
Go (Connecticut)Twos are wild too; round 7: set + run of seven.a change
No buyingOnly the player on turn takes the discard.calmer games
CariocaChilean form with 8 rounds.Chile
KalookiJamaican 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

  1. Mind the contract: Collect only what you need this round.
  2. Save jokers: They fill the last gap – but cost 50 points if left over.
  3. Buy wisely: Each buy comes with a penalty card.
  4. Meld quickly: Once melded, you can lay off anywhere.
  5. Shed high cards: Aces and face cards cost a lot at the end.
  6. Watch others: What gets bought shows their plans.
  7. Plan round 7: Three runs of four need all 12 cards – start early.

10. Summary in 10 steps

  1. 108 cards, 7 rounds, 11 cards each.
  2. Each round has its own contract.
  3. Draw: stock or discard.
  4. Meld the complete contract.
  5. Then lay off on any melds.
  6. Discard one card.
  7. Buying: discard + penalty card, at most 3 times.
  8. The first to shed all cards ends the round.
  9. Cards left = penalty points.
  10. 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”.