Contract Rummy is a Rummy family game where players must meet specific contracts each round before melding. Unlike Gin Rummy, which focuses on knocking and going gin, Contract Rummy uses a fixed series of deals, most often seven, each with a required meld pattern. Every round demands a different combination of sets and runs, and the distinctive 'May I' buying rule lets you claim an opponent's throw if you pay a penalty card in return. Variants like Shanghai and Liverpool Rummy stretch or shuffle the contracts, so you can adapt the game to your group.
What is Contract Rummy?
Contract Rummy is a card game for 3 to 8 players, played with two or more 52-card decks, usually including jokers. The game runs on a structured progression: each deal has a specific contract that must be met before a player can meld. This sets it apart from Gin Rummy, where the goal is to form melds and then knock. In Contract Rummy, you fulfill the current round's contract exactly, and only then can you lay down your melds and start laying off on other players' sets and runs.
The fixed nature of the contracts means strategy revolves around planning which cards to keep, when to buy, and how to minimize penalty points. The game is sometimes called 'May I' because of the optional buying rule. While the basic structure is consistent, house rules vary, especially in how many rounds are played and how many cards you can buy.
The Seven Rounds and Their Contracts
In the most common version, the game consists of seven rounds, each with a specific contract. The contracts are as follows:
- Round 1: Two sets (e.g., three of a kind).
- Round 2: One set and one run.
- Round 3: Two runs.
- Round 4: Three sets.
- Round 5: Two sets and one run.
- Round 6: One set and two runs.
- Round 7: Three runs.
Sets require at least three cards of the same rank, and runs require at least four cards in the same suit. In Round 1, you need two separate sets, like three 7s and three Kings. In Round 3, you need two runs, such as 4-5-6-7 of hearts and 9-10-J-Q of spades. The contract must be met exactly; you cannot use the same cards for both melds.
The 'May I' Buying Rule
The 'May I' rule is what gives Contract Rummy its alternate name. At the start of your turn, before drawing from the stock, you may ask the player who just threw a card to give it to you. This is called 'buying' the discard. If you buy, you take that card and also draw a penalty card from the top of the stock, adding it to your hand. You do not throw anything yet; you continue your turn as normal.
The buying rule is optional and can be used only once per turn, and only if you can use the taken card to meet your current contract. Some house rules limit how many times you can buy per game or per round. In the strictest form, you must have that card to complete your contract, but in casual play, you might be allowed to buy any discard. Always agree on the buying limits before starting.
How to Buy the Discard
- On your turn, before drawing, ask the previous player, 'May I have that discard?'
- If they agree (and they usually do, since they already let it go), take the card and place it face up in front of you.
- Draw one card from the stock as a penalty, adding it to your hand.
- Continue your turn by either melding (if you meet the contract) or throwing a card.
Buying is a strategic move. It can help you complete a run or set, but it costs you an extra card, which increases your penalty points if you don't go out.
Melding, Laying Off, and Going Out
Once you meet the contract for the round, you may lay down your melds on the table. After that, on subsequent turns, you can lay off cards onto any existing meld, whether it's yours or an opponent's. If a player has a run of 5-6-7 of clubs, add an 8 of clubs to it. This helps you get rid of high-point cards.
The round ends when one player has melded all their cards and thrown their last card. That player is said to 'go out.' If you go out, you score zero points for that round. If you are left with cards in your hand, you count penalty points based on their face value. Face cards (Jack, Queen, King) are worth 10 points each, aces are worth 1 or 15 (decide before starting), and number cards are worth their face value. Jokers are worth 15 or 20 points, depending on house rules.
Scoring and Winning the Game
Contract Rummy scoring is simple: you accumulate penalty points for cards left in your hand when an opponent goes out. The game lasts for all seven rounds, and the player with the lowest total score at the end wins. Consistency matters more than winning a single round. Go out in one round and you score zero. Get stuck holding high cards in the next, and your total climbs fast.
Here's a quick example. In Round 1, you go out with no cards left, so you score 0. In Round 2, you have a 10 and a Queen left, so you score 20. After seven rounds, your total might sit well below a hundred, or it might balloon past that if you keep getting caught with face cards. The player with the lowest total wins.
Variants Shanghai and Liverpool Rummy
Contract Rummy has several popular variants, notably Shanghai Rummy and Liverpool Rummy. These change the number of rounds and the buying limits, so always clarify the rules before playing.
Shanghai Rummy
Shanghai Rummy is played with ten rounds, not seven. The contracts are similar but include additional melds like two sets of three and a run of seven. The buying rule is more permissive: you can buy any throw, not just one that helps your contract, but you still take a penalty card. Some versions allow buying only once per round.
Liverpool Rummy
Liverpool Rummy, also known as Liverpool Whist, is a seven-round game like the standard, but it uses a different contract sequence. The first round might be two sets, the second two sets, the third three sets, and so on. The key difference is that in Liverpool, you must have a certain number of cards in each meld, and you can lay off only after you've met your contract. The buying rule is more restrictive, sometimes allowing only one buy per round.
Because these variants are common, state house rules before starting. The core mechanics remain the same, but the number of rounds and the buying limits change the strategy significantly.
Strategy Tips for Contract Rummy
Keep your hand flexible. Since you need specific melds, hold cards that can fit into multiple contracts. In a round where you need a set and a run, keep cards that can form both. Watch what others throw. If a card would complete your run, buy it.
Manage your penalty points ruthlessly. Meld high cards early or lay them off on other players' melds. The goal is the lowest total, so every point saved counts. Buy a discard when it helps you meet your contract, but remember the extra card you'll have to shed later.