Required Equipment

shanghai rummy 7 rounds

Description

Shanghai Rummy is a popular version of the contract rummy game. The basic rules for Shanghai Rummy and contract rummy are similar despite the distinctive variations that prevail between the games. The player drawing card of lowest rank value is the dealer. As in shanghai rummy the ace card can have both low and high rank values (this is elaborated in the sections following). Now the dealer deals the cards to every player starting from his left and moving clockwise. The player who does this before any one else do is the winner. With each deal the contract changes but the cards dealt are the same, this makes the game tricky on its part and challenging for the player. Consider deal#1 where the contract is to form two sets of 3, here the player is intended to build two sets of 3 cards each and lay off the contract on the table. This player who has bought has to pick a card again on his turn. There may arise a situation where two or more players want to buy, then the player whose turn is yet to come has the priority over the discard. Once the player is done with buying, the play again shifts to the player where the play has stopped. Thus the contracts are fulfilled and the players finish the game on laying off the remaining cards on to the existing melds. This means that you play a set number of rounds and you have to fulfill your contracts in order to lay down melds. If there are 3 or 4 players then you use  two standard 52 card decks plus a joker. Each player then gets a score equal to the value of his remaining cards. The point of the game is to get as little points as possible. Cards are dealt clockwise, starting with the player on the dealers left. After dealing, the top card is turned as the upcard, and the remainder of the deck is turned face-down to form the stock.A "buy" is when an out-of-turn players takes the upcard. Contract Rummy. The player has to draw an extra card from the stock, and cannot play the cards immediately, but must wait for his turn. If more than one player wants it, the one closest to the dealer's left has precedence. Once the fate of the discard has been decided, the in-turn player must take the top card of the stock. He may only lay down the precise melds as called for in the contract. For example, in Deal 1 you only require 6 cards to form two sets. In Deal 2, you require at least 7 cards to form one set and one sequence, and so on. In Deal 7, the first meld of this deal ends play and it must be achieved with no unmatched cards. A book or simply a run cannot contain more than one joker. If any player, in this way, does take this card out of their regular turn, they must also immediately take the top card of the draw pile. They do not discard after taking these cards as this is not considered an actual turn for that player. The cards remaining in each of the other players' hands is then added to that players score as per the scoring values given above. As in standard Contract Rummy a sequence must consist of four or more cards. When playing their initial, required melds, a player can also add additional cards to these melds. Bellevue, Iowa. In July 2010 we had a rule question not covered by our rule sheets and so we turned to the internet for a judgement---and could not find any reference to a version of Contract Rummy with our set of contracts or rules. In Contract 10, one must go out while laying down one’s contract. Before drawing from the stockpile, a player may discard a wild card, freezing the card (so no one can pick it up). This player then picks up two cards instead of one for her/his hand from the stockpile. Each contract is more difficult to make with the most difficult being round 7. Each card is given a value and at the end of round 7 the player who has the least number of penalty points - cards left in their hands - from all the rounds is the winner.

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