Shanghai Card Game Score Sheet

Card-Game-Favorite: Shanghai Rummy - GoCampingAmerica

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Contributed by William A. Robfogel - April, 2000

This is based on the game Contract Rummy or Shanghai Rummy (see also Toonerville Rook - another Contract Rummy game played with Rook cards).

Best with 4 - 6 players

Use 2 decks of Rook cards. Some people use 3 decks (6 wild cards) with 6 or more players.

Wild cards - 4 are needed (Use the 2 Rook cards and 2 advertising cards if your set has some. If not, use 2 black 14s with the rook cards. If you use the black 14s, you must remove the other 14s from the deck). These wild cards can be used in the place of any card or color. Wild cards cannot be exchanged for the card they were substituted for during any hand.

Purpose

To be the first to play all the cards from your hand (goes out) by playing your cards on your or other player's sets and/or runs, thereby getting the lowest score.

The Hands

There are 7 hands in the game:

1st hand2 sets
2nd hand1 set, 1 run
3rd hand2 runs
4th hand3 sets
5th hand2 sets, 1 run
6th hand1 set, 2 runs
7th hand3 runs

A set is a minimum of 3 cards (can be more than 3 cards), all the same number and any color. Example: Green 5, red 5, yellow 5,

A run is a minimum of 4 cards (can be more than 4 cards) all of the same color and consecutive numbers. Example: Green 9,10,11,12.

To Begin Play

  1. Deal 11 cards
  2. Place remaining cards (draw pile) in the middle. Turn over the top card and place it (face up) at the side to start Discard pile. If a wild card is turned over as the discard, then it should be buried in the draw pile and the next card exposed as the first discard.
  3. Player to the left of the dealer begins.
  4. A player begins his turn by choosing a card from either pile.
  5. He ends his turn by discarding a card onto the exposed pile.
  6. You are not allowed to lay any cards down until you can lay the required sets and/or run down. At that time you can also play cards on the other players' sets and runs. Only the required sets and/or runs can be laid out for each player in each hand, i.e. A player can play only the 2 sets in the first hand/or 1 set and 1 run in the second hand. The 1 is the low card and the 14 (the 13, if you use the black 14s as wild cards) is the high card.
  7. After you have laid your cards down, on that turn and subsequent turns, get rid of your remaining cards, by adding them to any sets or runs already laid down - your own or others. Example:. An extra 2 could be placed on someone else's set of 2's or a red 7 at the end of a run of red 3,4,5,6. You cannot add cards below the 1 or above the 14 in runs.
  8. The hand ends when anyone has played of all his cards (goes out).

Buying Cards

  • Prior to laying down the required sets and/or runs, you may 'buy' the top card on the discard pile, even if it is not your turn -- if
    1. The person whose turn it is does not want it. This person may take it as his regular draw.
    2. Any person whose turn comes before yours does not want to buy it. Example: If your turn is 4 people away, the person whose turn it is may take it as his regular draw and each of the other 3 people whose turn comes before you may buy it before you -- according to the order of their turn.
  • To buy, you must also take another card from the draw pile also.
  • You may have 3 buys during a hand - (maximum cards in the hand - 17)
  • After you lay down your required sets and/or runs, you may not purchase cards even if you have not used all your buys.

Pick and a Buy

When it is your turn, you may declare that you are going to do a 'pick and a buy.' This means that you are taking your normal card from the discard pile and buying the card that is under it. This counts as one of your 3 buys. You must declare that you are doing a pick and a buy prior to making your draw.

Scoring

After a player has gone out, the score is added up. The lowest score wins the hand. The person with the lowest score from all the hands wins the game.

The person who has played all of his cards gets 0 points

Cards left in a player's hand after the end of play count against him.

Card values

  • 1 - 9 = face value - Example a 6 = 6 points.
  • 10 - 14 = 10 points - Example: an 11 = 10 points.
  • Wild cards = 20 points each.

Examples: A person who has 2 - 6s, 9, 10, and an 11 remaining in their hand at the end of play has 41 points against him. A person with a wild card, 2 - 10s, and a 1 has 41 points against them.

You can download a printable Rook Shanghai score sheet (zipped Microsoft Excel file - 4kb).

Play with fewer than four people

Card
  • Use 2 wild cards instead of 4.
  • Deal one more card than is required to lay your cards out to start the hand. The last 2 hand (2 runs, 1 set and 3 runs) would have only 11 cards dealt as per the regular rules. Example: to lay 2 runs requires 8 cards so you would deal 9.
  • Otherwise, play as above.

Frustration is a fun Rummy variant in which players attempt to complete 10 specific melding requirements over the course of multiple hands during the game. This game appears to actually be derived from another similar but lesser-known game, Garbage Rummy, described further below. Most games of this group appear to be related to the Contract Rummy family of melding games. During the course of the game, a player attempts to fulfill each of 10 requirements during individual hands during play, which is probably how the game got the name Frustration.
The standard game Frustration is designed to be played by 2 to 5 players, but variants for more players are described below. The game uses two standard 52 card decks shuffled together. For the best play experience the decks should be of the same back design, but this is not absolutely essential. The sequential ranking of the cards in this game are as follows, from high to low; Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3. All two's are wild cards and can be used as a replacement for any other card in creating a meld.
Determination of seating positions and first dealer can be performed in a number of ways, with draw for high cards the most common. The players would each draw a card from the shuffled deck, and would take seats at the table, based on the rank of the cards draw, from highest to lowest. If two or more player draw cards of the same rank, those players would redraw until drawing cards of a unique denomination. The player drawing the highest card of all would become the first dealer. Thereafter, the deal would rotate around the table in a clockwise rotation from player to player.
Score Once the dealer has been determined and the players seated, the dealer should thoroughly shuffle the deck and offer it to the player at his immediate right to cut. After the cut, the dealer then deals the cards, face-down and one at a time in a clockwise direction around the table, starting with the player to his immediate left. He continues dealing around the table until each player has 11 total cards. The dealer then places the remainder of the deck in a pile face-down in the center of the table to make the draw pile. Lastly, he flips over the top card of the draw pile, laying it face-up next to the draw pile to start the discard pile. Shanghai
The goal of each player is to make each of the 10 required melds during the course of 10 or more hands. Thus, at the start of the game, each player attempts to fulfill the requirement of the first meld. Once able to complete this meld (on the first hand, or a later one) he may then advance to attempting to make the next meld in the series on a subsequent hand. The first player to complete all 10 melds in order, wins the game upon completion of that tenth meld. The meld types in this game are as follows:
  • Set: A set consists of three or more cards of the exact same denomination (i.e. four fives).
  • Run: A run is a series of four or more sequential cards. Dissimilar to most other Rummy type games, in Frustration, the cards in a sequence can be of any suit, as long as they are in direct sequential order.

See Full List On Coololdgames.com

A specific meld may never contain more wild cards (twos) than non-wild cards. Although this descriptions of sets and runs show the basic requirements for a set or run, to fulfill the specific requirement for a hand, these sets or runs may require fewer or more cards, as per the chart below for a specific meld order. The lowest card allowed in a meld is a 3 and the highest card an Ace.
The 10 requirements a player must fulfill, and the order in whicn these requirements must be fulfilled, are as follows:
Requirement OrderMeld
12 sets of three cards
21 run of four cards And 1 set of three cards
31 run of seven cards
41 sets of five cards and 1 set of three cards
51 run of four cards and 1 set of four cards
62 sets of four cards
71 run of eight cards
81 set of five cards and another set of two cards
91 run of nine cards
101 set of five cards and another set of five cards
At the start of a game, every player will be attempting to fulfill the requirements of the first meld (2 sets of three cards). However, as the game progresses, players will attempt to complete this meld and progress through each of these melds in order. Only one of these specific meld types may be completed on an individual hand and the melds must be completed in this order over the course of 10 or more hands. Sheet
A player may not make any melds to the table until he has completed his current meld requirement. Once he is able to make the required meld, he may then lay down all these melds. In addition, he may lay down any additional melds, extend other players melds on the table or extend his starting melds with cards from his hand. On subsequent turns that player may then make any new melds or extend other melds already on the table (either his own or on any other players' melds that might be on the table).
The player to the immediate left of the dealer has the first turn and the turns continue in a clockwise rotation around the table. On each turn, a player performs the following, in order:
  • Draw
  • : To begin his turn, a player will draw a card. This can either be the top face-up card from the discard pile, or the top face-down card in the draw pile.
  • Melds
  • : After drawing, a player may then meld if able to (and willing). As indicated previously, a player may meld no cards from his hand to the table until he has fulfilled his current meld requirement and played it to the table.
  • Discard
  • : After a player makes any melds, he then discards one card to the top of the discard pile.
If the draw pile is depleted during the hand, the dealer should shuffle all but the top card of the discard pile and place them in a face-down pile to start a new draw pile.

Printable Shanghai Card Game Score Sheet

If a player reduces his hand to exactly one card, he must knock on the table. This is an indicator to the other players that they may want to discard or play any high point scoring cards from the hand.
Once any player plays 10 cards to the table and then discards to end his turn, the hand immediately ends. Any player who was able to fulfill and play to the table his current meld requirement is permitted to move to the next meld in the order of melds. Players who are unable to fulfill the requirement must again attempt to fulfill that same requirement. The first player to have completed all 10 melds in order during the game is declared the game winner.

Printable Shanghai Card Game Score Sheet