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Shanghai Rummy game information


Shanghai rummy is a variation of Contract Rummy and similar in many respects to Gin Rummy. Contracts and buys are essential elements. There are numerous variations and subsequent rules. Below we will discuss the most common Shanghai Rummy guidelines and rules.

Two standard decks of 52 cards, plus 4 jokers are used for games that include no more then four players. However, though there must be 4 jokers available, all of them may not be utilized in any given game.  The number of Jokers used is dependent upon how many people are playing. To determine how many Jokers will be needed, players need only subtract 1 from the numbers of participants. For example, if there are five individuals playing in a game, only 4 jokers are used. If 3 players were participating in a game, 2 jokers are used.

The number of decks required for a Shanghai Rummy game will differ based on the number of players. Games that include five to six players require three decks. Seven to eight player games utilize four decks.

To begin play, every participant is dealt 11 cards. A game is generally made up of 10 hands, though not always. Some games utilize only 7 hands. Players have the option of melding, laying off or discarding their own cards.  However, before they do so, they will have to fulfill the contract associated with their particular hand.

After all players have been dealt cards, the remaining ones are placed in the middle of the table. These make up the stock pile. The top card of the stock pile is turned over, placed face up on the table next to it. This is the beginning of the discard pile. The person seated to the left of the dealer plays first. They have the option of drawing from the stock or the discard pile. Their opponents can buy the upcard (the top card in the discard pile). After they draw they have to discard a card, placing it in the appropriate pile.

Buying is a term that Shanghai Rummy players must become familiar with. The concept is essential but quite simple. If a person buys a card, they are taking possession of the upcard (the top card on the discard pile) in addition to a card from the stock pile, out of turn. When a person buys a single card, they are actually adding two cards to their hand. Each person has only a limited number of buys. During hands 1-9, a person gets 3 buys. They are allowed four during hand, 10.

In order to be a successful Rummy player, it is important to know how to meld. Melding simply involves placing cards in either runs or sets. A run is three or more cards that are made up of the same suit but are in consecutive order, for example 2,3, 4 of hearts.  A set includes three or more cards that have the same value but come from different suits, for example, K of spades, K of diamonds and K of hearts.  In Shangai Rummy each player must meld the cards in their contract before melding all of their other cards and before moving on to the next hand. The player that “goes out” first wins. Goes out simply refers to getting rid of all of ones cards through melding and discarding.

Contracts are a major element in Shangai Rummy play. A player’s actions hinges on whether or not they have fulfilled them. A contract is simply a specific hand that a person must have before laying off, melding or discarding any of their other cards. For example, a contract may consist of the following hand, 10, J,Q,K of Hearts or 7,7,7. If the contract is a group, it must include 3 cards. If it is in the form of a sequence, it will be dependent upon the particular contract.  Following, is a list of Shangai Rummy contracts.

Hand 1: Two groups of three

Hand 2: One group of three and one sequence of four

Hand 3:  Two sequences of four

Hand 4: Three groups of three

Hand 5: One group of three and one sequence of seven

Hand 6: Two groups of three and one sequence of five

Hand 7: Three sequences of four

Hand 8: One group of three and one sequence of ten

Hand 9: Three groups of three and one sequence of five

Hand 10: Three sequences of five

Losers must score their remaining cards. Cards 3 thru 7 are worth 5 points. Cards eight thru K are valued at 10 points. An Ace is worth 15 points, Deuce 20 and Joker 50.    The lowest score wins. The winner is automatically awarded 0 points.