Objective
In every round, collect the exact combination of books and runs the contract asks for, lay it down, then get rid of the rest of your cards. A book is three or more cards of the same rank, in any suits. A run is four or more cards of the same suit in order, such as the 6, 7, 8 and 9 of clubs.
When one player goes out, everyone else counts the cards left in their hand as penalty points. Scores add up over all seven rounds, and low score wins.
Setup
Shuffle the decks and jokers together. Pick a first dealer; the deal passes to the left each round. Deal eleven cards to each player, one at a time, in every round. Put the rest face down as the stock and turn the top card face up to start the discard pile.
Keep a score sheet, plus two coins per player to track buys. Every contract fits inside an eleven-card hand, climbing one card a round:
| Round | Contract | Cards needed |
|---|---|---|
| 1 | Two books of 3 | 6 |
| 2 | One book of 3 and one run of 4 | 7 |
| 3 | Two runs of 4 | 8 |
| 4 | Three books of 3 | 9 |
| 5 | Two books of 3 and one run of 4 | 10 |
| 6 | One book of 3 and two runs of 4 | 11 |
| 7 | Three runs of 4, no discard | 12 |
Round seven is the hardest. After your draw you hold twelve cards, and you must play all of them to the table on the turn you go down, so you go down and go out at the same time.
How to play
The player to the dealer’s left goes first. On your turn, you may take the top discard or draw from the stock. If you take the discard, it is simply your draw and nobody else can have it.
If you pass on the discard, other players may buy it before you draw from the stock. A player who buys takes the discard plus the top two cards of the stock as a penalty, and does not meld or discard until their own turn. If two people want to buy, the one who would play sooner wins it. Each player may buy only twice per round.
Once your contract is in your hand, you may go down by laying it face up on the table. A joker can stand in for any missing card, but no book or run may hold more than one joker. You may not use two books of the same rank, and two runs in the same suit may not join end to end, such as 6-7-8-9 and 10-J-Q-K.
After you go down, you may add cards to any meld on the table, yours or anyone else’s, on that same turn or later. You may not start new melds. Every turn ends with a discard, except in round seven. You go out when your last card is gone, either played to the table or discarded, and the round ends at once.
- 1Take the top discard, or let others buy it and draw from the stock
- 2Go down when your hand holds the round’s full contract
- 3Once down, add cards to any meld on the table
- 4Discard one card; go out when your hand is empty
Scoring
When a player goes out, that player scores zero for the round. Everyone else adds up the cards still in their hand, whether they went down or not, and adds the total to their score.
| Card | Penalty points |
|---|---|
| 2 through 7 | 5 each |
| 8 through King | 10 each |
| Ace | 20 each |
| Joker | 50 each |
After round seven, the lowest total wins. Card values vary from table to table, and some groups count jokers as 25 and aces as 15, so settle the numbers before the first deal. If the stock runs out, shuffle the discard pile, except its top card, to make a new stock.
Variations
The Shanghai call: many tables add a rule that gives the game its name. If you discard a card that fits a meld on the table, you can call “Shanghai” to stop anyone taking it. If you forget, another player can call it, add your discard to the meld, and hand you a card from their own hand.
Ten-round Shanghai: some groups play ten contracts, adding longer runs such as a book of 3 with a run of 10. The later contracts need more cards than you are dealt, so those games allow more buys.
Contract Rummy and Liverpool Rummy: close relatives with the same seven-round shape, usually dealing ten cards in the early rounds and twelve in the later ones.
Tips from the table
Save your buys for cards you truly need. With only two per round, and two penalty cards each time, a careless buy leaves you holding extra points if someone goes out early.
Plan round seven from your first draw. Three runs of four use every card, so drop stray books and loose high cards early in the round.
Once you are down, dump high cards first. Aces and jokers cost the most if the round ends while they are still in your hand.
Video Guides Are on the Way
We’re filming Game Guides that walk through full hands at the table, from the deal to the score.
Frequently asked
How is Shanghai Rummy different from regular Rummy?
In Rummy you can meld any set or run as soon as you have one, and each hand is scored on its own. In Shanghai each round has a fixed contract you must lay down before you meld anything else, there are exactly seven rounds, you can buy discards out of turn, and low score wins.
How is it different from Continental Rummy?
The Continental Rummy described on this site is a fifteen-card game played in runs only, with no melding until you can go out all at once and chips paid to the winner. Shanghai deals eleven cards, uses both books and runs, lets you go down early and add to melds, and is scored as penalty points over seven rounds.
What does it cost to buy a card?
You take the discard plus the top two cards of the stock, and you use up one of your two buys for the round. Some tables charge only one penalty card, so agree on it before you start.
Can I go out by discarding in the last round?
No. In round seven there is no discard. You must lay down your three runs and play every other card in your hand on the same turn.
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