
Seven Tips to Win More Games
Plan for the contract, read what opponents buy, and place your joker where it counts.
Online Card Game
Build sets, complete contracts and outplay the table. Free to play against three computer opponents.
Dealing the first hand...
Shanghai Rummy is a seven-round contract rummy game for three to five players. Here you play against three computer opponents. Each round sets a target combination you must collect before you can lay your cards on the table.
Take the top card from the draw pile, or pick up the face-up discard if it helps your hand.
Collect the sets and runs the round demands. A set is three cards of the same rank; a run is four cards in sequence in one suit.
Once your hand meets the contract exactly, lay it on the table. From then on you can add spare cards to any meld in play.
Discard one card to end your turn. Empty your hand before the others and everyone else scores penalty points for what they still hold.
Every round raises the bar. In rounds one to six you must meet the contract exactly, no more and no less, before laying down. Round seven is the exception: you lay your whole hand down as three runs, so twelve is the minimum and longer runs absorb any extra cards.
The player who goes out scores nothing. Everyone else counts the cards left in hand. Lowest total after seven rounds wins.
Played with two full decks plus four jokers. Jokers are wild and stand in for any card in a set or run.
These answers describe the game exactly as it is played here, so what you read matches what happens at the table.
Eleven, in every round. Hands grow through buying rather than through a bigger deal, so a player who buys twice can be holding seventeen cards by the time they lay down.
High only. J Q K A is a valid run; A 2 3 4 is not, and a run never wraps past the ace.
Yes. You get two buys per round. A buy takes the discard plus two cards from the deck, and you do not discard, so it grows your hand by three.
One, in any set or run. Two jacks and a joker are a set; one jack and two jokers are not. The deck is two full packs plus four jokers, 108 cards in total.
In rounds one to six, yes: you empty your hand and the last card goes to the discard pile. Round seven is different, and you must lay your whole hand down as three runs with no discard at all.
The discard pile is shuffled and becomes the new draw pile, keeping its top card face up. That can happen twice in a round. If the pile cannot be refilled again, the round ends and every player scores the cards still in hand.
Round two asks for one set and one run. A valid lay-down is 8♣ 8♦ 8♠ as the set, plus 5♥ 6♥ 7♥ 8♥ as the run. That is exactly seven cards, which is the whole contract, so any remaining cards stay in your hand until you lay them off.
You empty your hand and score nothing. Another player is still holding K♠, 4♦ and a joker, so they take 10 + 5 + 50 for 65 penalty points. After seven rounds the lowest total wins.

Plan for the contract, read what opponents buy, and place your joker where it counts.

The complete rules: sets and runs, jokers, buying, going out and scoring.

Sorting for the contract, holding flexible cards and knowing when to spend a joker.

One deal, the same for everyone. Complete the contract in as few turns as you can.
Sharpen your skills, take on the table and enjoy the game.