5/28/2019
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12 Step Rummy Card Game Average ratng: 3,5/5 2865 reviews
Contract rummy
OriginAmerica
Alternative namesCombination rummy
FamilyMatching
Players3-8
Skills requiredStrategy
Cards54+ multiple decks depending on players
DeckFrench
PlayClockwise
Card rank (highest first)A K Q J 10 9 8 7 6 5 4 3 2 (A)
Playing time2 hours
Random chanceMedium
Related games
Gin Rummy

Contract rummy is a Rummy card game, based on gin rummy played by 3 to 8 players.[1] It is also known as Combination rummy, Deuces Wild Rummy, Joker rummy and Phase 10.

  • 1Play
  • 3Rule charts

Play[edit]

Basics[edit]

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 person begins as dealer for the first hand, and then the person 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, other wise 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 his card, either from the stock or the upcard, he must then choose any card in his hand to discard, and he then places this card face up on the discard pile. That card then becomes the new upcard, which the next player in turn can take.

Melding[edit]

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 his hand before he can meld in certain rounds.

A player can meld only when it is his turn. As always, he must start his hand by drawing a card, then when he has the correct sequence of cards, he can meld or 'go down.' He does so by laying his meld cards face up on the table in their correct sequence. He can only lay out his meld cards and no additional cards. After melding, a player can then play on the melds of other players. When done, he must then discard. If the player has no more cards in his hand after discarding, he is declared the winner. The player must have a discard and may not discard a playable card. If the player does not have a discard he must take the top card from the discard pile and the top card from the stock, play any cards playable, and then discard.

Play for the player who has gone down[edit]

When a player is 'down' (meaning he has already melded), he still takes his turn in turn with the other players, and he still must draw a card and discard. A player who is down can play his cards on the melds that have been completed either by himself or by other players. For example, if a player has laid down a set of 3 8's, and on a subsequent turn he then draws another 8, he can play this 8 on his set of 8's. He does this by placing the 8 with the set of 8's. If he has a card that he would like to play on a run, he must be sure to keep the order of the run. For example, if there is a run of 5 consisting of 4-5-6-7-8 of clubs, the player can play a 3 of clubs or a 9 of clubs. 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 and he had a 7 of clubs, he could replace the Joker 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.

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Winning the game[edit]

Play progresses until one of the players 'goes out,' meaning he is able to discard the last card in his hand. Although you may discard throughout the game, to win you must be able to play both cards—you cannot 'get out' by discarding your last card in your hand, meaning you may not 'get out' until you have two 'playing' cards. Playing means that you can put those two cards down on top of the 'playable' piles. If this may happen to you, you can discard one card only. But, you must win by playing both cards. So, if you have a player, hold onto it and keep drawing until you can then play both of your two cards. 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 Hands[edit]

Contract requirements
Deal NumberCards DealtContract
110Two Sets
210One Set and One Run
310Two Runs
410Three Sets
512Two Sets and One Run
612One Set and Two Runs
712Three Runs

Rule charts[edit]

Number of decks required[edit]

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

Note: Increase the number of decks beyond 4 to allow more than 8 players

Points[edit]

Contract requirements
CardPoint Value
220
35
45
55
65
75
85
95
1010
J10
Q10
K10
A20
Joker20

See also[edit]

References[edit]

  1. ^The Everything Card Games Book, p. 146, Nikki Katz - Adams Media 2004 ISBN1-59337-130-6

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Contract_rummy&oldid=900250198'

Article: Game Rules: 7 Hand Rummy

By Suntydt [75 Posts, 877 Comments]3 found this helpful
Every time my family gets together for Thanksgiving or Christmas, we all look forward to AFTER the meal. It is at this time we play 7 Hand Rummy, a card game that has been a part of these holidays for us since before I was born. This game has made these family events meaningful. Everyone gets to munch, talk, and have a good time together.

Here Is How You Play:

Seven Hand Rummy is best played with 4 decks of cards (with Jokers) for up to 8 players. If you have more players, add a deck. For 10 or more players, add another deck and so on.

The object of the game is to get rid of all your cards and accumulate as few points as possible. Points are acquired for any cards held in the hand when someone goes out. 5 points for card 2 through 7, 10 points for card 8 through the King, 15 points for an Ace (which can be played as a one or a top card above a king) and 20 points for jokers.

Deal out 11 cards to each player. Put a stack to draw from in the center and when everyone is ready, turn one card over to start the discard pile.

The player to the left of the dealer goes first and can either take the discard or take the card off the top of the stack. If someone else wants the card on the discard they can say , 'I want it'. If the person who's turn it is does NOT want the discard, they say so and the first person that said , 'I want it' gets to take the card AND a penalty card from the stack. It is not acceptable for someone to say, 'I want it' for a card already under a discard. Play continues around to the left as each person tries to acquire the appropriate hand.


Hands To Be Acquired:

1st Hand: 2 sets (333, 555, JJJ, etc.)

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Ecm titanium software. 2nd Hand: 1 set and 1 run (333, 555, JJJ AND 4 5 6 of Hearts, 9 10 Jack of Spades, etc.)

3rd Hand: 2 runs (note: it is acceptable for someone to take a run and split it to make two runs i.e. 3 4 5 of Hearts and 6 7 8 of Hearts)

4th Hand: 2 sets and 1 run

5th Hand: 2 runs and 1 set

6th Hand: 3 sets pat (3 sets with NO discard)

7th Hand: 3 runs pat (3 runs with no discard)

Optional 8th Hand: One run pat - an accumulation of 1 suit from Ace to Jack or 4 to Ace (note - with this hand you can only say 'I want it' ONE time, because you can not have a discard. You can not have an Ace on each end of your run.)

As the needed hand is acquired, the goal for the hand is placed down in front of the player on their turn. After they have laid their cards down, they may play any cards in their hand on other players cards. So if a player across the table had put down a set of 5's and a run of clubs 5 6 Joker 8 and I had a 5 or a club that would fit their run, I would toss them across the table.


If I gave the player the 7 of clubs to replace the Joker I may put that Joker anywhere else on the table. I CAN NOT put the Joker in my hand.

At any time a player discards a card that would play on the table they call out RUMMY! After pointing out where the card would have played they get to discard any card from there hand. The 'rummy' card remains on the discard pile.

If the discard pile gets too big, you can take a couple cards off the top and set the lower part of the discard pile aside (just don't forget they were already in play and put them back out as part of the stack).

If at any time the stack gets low, you may take the remaining stack and place it on some of the cards that were shuffled and put on the side to replenish the stack. Note the original stack goes on top of the new stack. If the stack gets depleted and there are no cards left over from shuffling, take the discards that were put on the side and shuffle them to restore the stack.


A discard is not required for someone to go out, their last card can be played on another player.

Notes For Helping First Time Players:

  • When playing a hand requiring sets put the cards in your hand in numbered order: for example 3, 5, 5, 5, 8, 10, J, J, Q, K, A (of course the Ace can be at the beginning or the end). Remember suit doesn't matter.
  • When playing a hand requiring runs, order the cards from lowest to highest in their appropriate suit. It will be easier to read your hand if you keep hearts and diamonds separated by clubs or spades and vice versa. It is easy to mistake a cards suit when paying attention to the game and trying to make runs.
  • When people start putting down their hands, if you have a card that would play on them either put it safely to the side in your hand or put the card face down on the table in front of you so you don't play it by accident and make a rummy.

  • Once you have played your cards down and played what you have to put on other players, discard your high point cards first. That would be Aces, then 8s and higher, leaving you with 5 point cards if someone goes out.
  • Just because someone hasn't put down doesn't mean they can't go out. Many a game some one has needed one card to complete a run or a set and once they have that card (either draw it or have it discarded to them), they put down their cards and all the remaining cards in their hand plays on other players.
  • Most importantly, HAVE FUN! It is a special time when everyone in a family can sit down and do something besides eat.

By Suntydt from Tazewell, TN