2026-10-31
Contract Rummy: four seats, two decks plus jokers, and a different "contract" to meet every round. Miss it and you're stuck holding cards for seven rounds straight.
Seven rounds, each with its own contract: a set mix of groups and sequences. Meet it or your whole hand counts against you. Lowest total penalty after round 7 wins.
Four seats, AI-filled if you're short friends. Two standard decks plus three jokers, 107 cards. Expect duplicates: two of every card are in play at once.
Group: 3-4 of the same rank, different suits.
Sequence: 4+ consecutive cards, same suit.
Lay your whole contract down in one turn, not piece by piece.
Wild anywhere. Dead for good in a group. In a sequence, reclaimable: whoever holds the real card a joker's standing in for can swap it back in anytime.
Any seat can claim the just-discarded card before their own turn comes around, at the cost of a penalty card from stock. Not free, but often worth it for the one card your contract's missing.
A round ends when someone empties their hand, or stock and discard both run dry with nobody out. Cards left in hand count against you: face cards 10, ace 15, joker 15, everything else face value.
Lowest total after round 7 wins. Chips only -- Contract Rummy doesn't touch your Elo rating, that's gin rummy's own ladder.
Play a free match, no signup. Four seats, seven rounds, no waiting on anyone.