Official Contract Rummy Rules

Last Updated on October 11, 2025 by The Official Game Rules Team

Welcome to the rules page for Contract Rummy, the classic card game of melding, drawing, and discarding. Contract Rummy—similar to Shanghai Rummy, or Progressive Rummy—is a challenging and engaging variant of Rummy where players must complete a different, increasingly difficult meld requirement (the “contract”) in each of the seven rounds to win.

Master the contracts, manage your hand, and outscore your opponents to claim victory!

contract rummy labeled decks of cards.

This post contains affiliate links. For more information, see our disclosures here.

How to Play Contract Rummy


Objective of the Game

The object of Contract Rummy is to be the first player to complete the specific contract (a set number and combination of melds) for the round and go out by playing all your cards. Like other rummy games, you score points based on the cards left in your opponents’ hands.

Number of Players

Contract Rummy is best with 3 to 8 players. If playing with more than 6 players, you may need two decks of cards, including jokers.

Players and Equipment

  • Cards: 2 standard 52-card decks (including Jokers), totaling 108 cards.

Card Values for Scoring:

  • Joker: 25 points
  • Ace: 11 points
  • King, Queen, Jack, Ten: 10 points
  • 2 to 9: Face value

Setup and Deal

  1. Choose the dealer: Players can determine the dealer by drawing cards. The player with the Ace becomes the dealer.
  2. Stake: Each player places a small stake, typically R1.00, into the kitty before the game begins.
  3. Initial Deal: The dealer shuffles the cards and deals 13 cards to each player. The remaining cards form the stockpile.
  4. Cutting the Deck: The player to the dealer’s left cuts the deck. If a Joker is cut, they keep it and each other player must pay them R1.00.

Gameplay – Round Flow

  1. Starting the Round:
    • Players take turns clockwise, starting with the player to the dealer’s left.
    • On a player’s turn, they draw a card from either the stock or discard pile.
    • The player can then choose to meld cards (forming combinations) and must discard one card at the end of their turn.
  2. Melding:
    • Valid Melds:
      • Group: Three or four cards of the same rank but different suits (e.g., 4♠, 4♣, 4♦).
      • Run: Three or more consecutive cards of the same suit (e.g., 5♠, 6♠, 7♠). Aces can be at either end but not in the middle (e.g., A-2-3 or Q-K-A).
    • Jokers: Can substitute for any card in a meld, but they must be declared (e.g., a Joker standing in for 5♣).
  3. Round Contracts: Each round has a specific requirement (contract) for the players to meet. The game typically progresses from easier to more complex requirements. Examples of Round Contracts:
    • Round 1: Melding a group of three of the same rank.
    • Round 2: Melding a run of three consecutive cards in a suit.
    • Round 3: Melding a combination of a run and a group.
    • Round 4: Melding four of a kind.
    • Round 5: Melding a larger run (e.g., five cards).
    Players must meet the required combination for the round before they can go out.
  4. Discarding: After melding, players discard one card. There is a penalty if a card that could be used by another player to extend a meld is discarded. The player who discarded must pay a penalty to the kitty.
  5. Going Out: The round ends when a player successfully melds all their cards or discards their final card after melding all but one. Other players tally up the points for the cards left in their hands, which contribute to their penalties.

Jokers and Their Use

  • In Initial Meld: A joker can be used as a substitute for any card, but its usage in the first meld may be limited to one per player.
  • In Later Melds: Jokers can be freely used in later turns to complete or extend melds.

Scoring

At the end of each round, players tally the penalty points based on the cards remaining in their hands. The winner of the round is the player who went out and minimized penalties. The game continues until all rounds are completed. The player with the lowest total penalty score wins.

Special Rules and Variations

  • Blitz Round: Players may meld all their cards at once, earning extra rewards.
  • Kaluki: In some variations, a player can go out in a single turn by melding all their cards after meeting the round’s initial requirements.
  • Buying Cards: If a player wants a card from the discard pile, they may buy it during another player’s turn, increasing their hand size.

Strategy Tips

  • Plan Ahead: Keep an eye on future rounds and the required melds to form efficient combinations early.
  • Joker Management: Use jokers wisely in initial melds, and be cautious about using them too early.
  • Defensive Play: Discard cards that could help your opponents complete their melds.

Contract Rummy FAQ

How many jokers are used in Contract Rummy?

There are typically 2 jokers per deck, and they act as wild cards that can substitute for any card in a meld, such as J-Q-K or a run of 5-6-7.

What happens if the stock pile runs out?

When there are no cards left to draw from the stock, shuffle the discard pile (except its top card) to form a new stock. Play then continues as normal.

Can I draw the top card of the discard pile?

Yes, on your turn you can either draw the top card of the discard pile or the top card of the stock. However, if you choose from the discard pile, you must use that card in a new meld immediately.

Who plays first in Contract Rummy?

The player to the left of the dealer always goes first and play continues clockwise around the table.

What happens when a player plays their last card?

When a player plays their last card, that round immediately ends. All other players score penalty points for the cards remaining in their hands.

How are J, Q, and K scored in Contract Rummy?

Face cards (J, Q, K) are each worth 10 points when calculating scores at the end of a round. Aces are usually worth 15 points, and numbered cards are worth their face value.

What is the difference between Contract Rummy and Liverpool Rummy?

Liverpool Rummy is a variant of Contract Rummy where the player cutting the deck can earn a 50-point score reduction if they cut the exact number of cards needed for the deal plus the single face-up card.

What is the “new stock” rule in Contract Rummy?

The new stock rule applies when the draw pile runs out of cards. The discard pile (except for its top card) is reshuffled to create a new stock, allowing the game to continue without interruption.

With its intricate rules and strategic layers, Contract Rummy is an engaging game for players looking to test their skills and tactics in card games.

Leave a Reply

Scroll to Top