Contract Rummy

Setup

Shuffle the two decks together. The first dealer gives each player a ten-card hand, then sets the rest of the cards face-down on the table to form the stock. Place one card face-up next to the stock to begin the discard pile.

Goal

The player with the fewest points after at least one player has completed all ten contracts wins.

Gameplay

On a player’s turn, they must draw a card, either from the top of the stock or the discard pile. Then they may lay down their melds if they have met their contract, then they must discard one card. The contracts are as shown at the bottom. On the first round, everyone starts on the first contract. A card cannot be part of more than one meld at a time. Runs are cards in sequential order that need not be of the same suit. Sets are cards of the same rank, that need not all be of different suit. Aces are wild and can stand in for any rank and any suit. A meld cannot consist exclusively of wild cards, and wild cards cannot be moved around after they have been laid down. After a player has laid down their melds, during their turn they are able to play cards that continue their or another player's melds. Once one player has run out of cards in their hand, the round ends. That player must discard even on their last turn. Score is calculated from the cards remaining in each player’s hand, as shown below. Any player who laid down their melds moves onto the next contract, while players who did not complete the contract must repeat the same one next round. After at least one player has successfully completed contract 10, the player with the lowest score wins. If there is a tie, then the player who completed more contracts wins.

Contract Description
1 Two sets of three
2 Set of three and run of four
3 Set of four and run of four
4 Run of seven
5 Run of eight
6 Run of nine
7 Two sets of four
8 Flush of seven
9 Set of five and run of two
10 Set of five and run of three

Card Value
A 5
10-K 2
2-9 1

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