Welcome to our lesson all about Shanghai Rummy jokers and wild cards. In this lesson, you will learn some key strategies for using jokers that will help you up your game and win more frequently. Because, even though we play for fun, it's still nice to win!

Using these joker strategies requires an understanding of the basic rules of the game. So if you're more of a beginner, we recommend you check out the Shanghai Rummy rules first and play a few rounds to familiarise yourself with the game.

But if you're feeling ready to improve your gameplay, learning the joker tricks below will help you use the cards available to you more effectively, and ensure you make the right decision more often than not.

We've collected seven of our essential joker tricks and strategies below. This lesson follows the seven-round version, including the joker replacement rule inherited from Contract Rummy.

Formulate a gameplan early

When you start a game of Shanghai Rummy, it's a good idea to already have a rough strategy in your head. Are you going to use your joker to complete a set, or do you need it to fill a gap in a run? Which arrangement will help you complete the round's contract?

The game uses two standard decks plus four printed jokers, making 108 cards. Those four jokers are wild, meaning each one can substitute for a missing card in a set or run. Ordinary cards keep their normal identities, so a two of clubs is still a two of clubs rather than a substitute for whichever card you need. Some related games make twos wild, but that is an additional variation.

Before placing a joker, make sure you know which card it represents.

Completing a set

  • 10
  • 10
  • Joker

The joker supplies the third ten.

Filling a gap in a run

  • 4
  • 5
  • Joker
  • 7

Here the joker represents the 6 of hearts.

The position of a joker in a run also matters.

Joker as the four

  • Joker
  • 5
  • 6
  • 7

Placed first, it stands for the 4 of clubs.

Joker as the eight

  • 5
  • 6
  • 7
  • Joker

The same three clubs, with the joker after them, makes it the 8. Show the arrangement you intend when you lay down, so everyone can see which card would replace it.

If you don't have a rough gameplan from the start, it can lead to a more scattergun approach where you end up with cards in your hand that you might not be able to use, or discarding cards that you later need.

Just remember, if your gameplan isn't working, it might be time to try a different use for your joker. Which leads us on to our next tip.

Be prepared to adapt

The best rummy players are able to adapt during the course of the game and switch to a different strategy if their original gameplan isn't working. So if you find your initial plan isn't going the way you'd hoped, perhaps you're not getting the cards you need, or maybe you suspect an opponent is closer to emptying their hand than you anticipated, be willing to adjust.

For example, imagine you need a set and a run, and your hand includes these cards.

Two possible homes for one joker

  • 8
  • 8
  • 5
  • 6
  • 8
  • Joker

The joker can sit beside the two eights as a set, or between the 6 and 8 of hearts as a run. Neither arrangement completes the whole contract yet.

If you draw another eight, you can use it to complete the set and keep the joker in the heart run. If you draw 7♥ instead, you can complete the run naturally and use the joker in the set. Just remember that you cannot count the same 8♥ in both melds.

The same applies when you draw the card your joker was replacing. If you have 5♣, 6♣, 7♣, joker and 9♣, the joker fills the gap for 8♣. But if you draw 8♣ before laying down, you no longer need the joker there and can use it elsewhere in your contract.

Rummy is a dynamic game, particularly when playing with more than two players, so flexibility is key.

Make sure your melds follow the rules

An important joker trick is to not only focus on the card you are missing, but also to check that the whole set or run follows the rules.

Each individual set or run may contain at most one joker. A longer run does not increase that allowance. You can use several jokers in your contract, but they must go in different melds. Sets still need at least three cards, and runs still need at least four cards of the same suit.

CardsResultExplanation
9♣, 9♦, JokerValid setThe joker supplies a third nine
4♠, 5♠, Joker, 7♠Valid runThe joker represents 6♠
Q♥, Joker, JokerInvalidTwo jokers occupy the same set
5♥, 6♥, Joker, 8♠InvalidThe natural cards do not share one suit
7♦, 8♦, JokerInvalidThree cards are too few for a run

For example, if you need a set and a run, you could play K♣, K♦ and a joker as your set, and 3♠, 4♠, joker and 6♠ as your run. The first joker supplies a king and the second supplies 5♠. Each meld contains just one.

But you need two separate joker cards to do this. You cannot use the same joker in both places, so separate your proposed melds before laying down and check that every position has its own card.

You also need to remember that aces are high only in this version. Q♥, K♥, A♥ and a joker is not a valid run with the joker after the ace, because there is no next rank for it to represent. But you can rearrange those same cards with the joker standing for J♥.

The joker goes below the queen

  • Joker
  • Q
  • K
  • A

There is nothing above the ace, so the joker takes the jack position instead.

So if a combination doesn't seem to work, check whether moving the joker solves the problem before giving up on it.

Watch the jokers already on the table

An important rummy trick is to not only focus on your own cards, but also to keep an eye on what your opponents are doing. When a joker appears in a run on the table, check whether you have the card it represents.

Under the Contract Rummy replacement rule, you may replace a run's joker during your turn with that exact card, provided you laid down your own contract on an earlier turn. You must lay off the recovered joker during the same turn. You cannot keep it in your hand for later.

For example, suppose a run on the table contains 6♦, 7♦, joker and 9♦. If you hold 8♦ and have already laid down on an earlier turn, you can use your eight to replace the joker, as long as you have somewhere legal to lay off that joker immediately.

Perhaps another run on the table contains 3♣ to 6♣, with no joker in it, and you also hold 8♣. You could replace the diamond run's joker with 8♦, add the recovered joker to the club run as 7♣, then add your 8♣ after it.

This allows you to play two natural cards from your hand while keeping the joker on the table. Just check where the joker will go before making the exchange, because a run that already contains a joker cannot accept a second one.

Sets work differently

The same trick does not work with a joker in a set. If a set contains Q♣, Q♦ and a joker, adding Q♥ makes a larger set of queens, but it does not free the joker for another use. And because you must have laid down on an earlier turn, you cannot take a joker from an opponent's run to complete your initial contract.

Use jokers to help play your other cards

If you're keeping track of the melds on the table, you should have a rough idea of where your cards can go once you are allowed to lay off. Sometimes, playing a joker gives several of your other cards a place to go as well.

Suppose a run on the table contains 5♠ to 8♠, with no joker, and you hold a joker plus 10♠ and J♠.

One joker plays three cards

  • Joker
  • 10
  • J

Add the joker as the 9 of spades, then the 10 and the jack go on after it.

You need to make a risk and benefit calculation based on the cards in front of you. Putting the joker somewhere else might still be a legal move, but if it doesn't help you play any of your other cards, it might not be the most useful one.

The same applies before laying down your contract. Keeping a joker in your hand can give you more options, but if it already completes your contract, think about what you are waiting for. Are you likely to improve your arrangement, or would laying down put you in a better position for your next turn?

Discard high-value cards early

A key thing to remember about scoring is that if you lose a round, you receive penalty points equal to the total value of your hand cards. So if you have lots of high-value cards in your hand when an opponent finishes, you stand to collect a lot of points.

A joker left in your hand scores 50 penalty points. It still scores 50 even if you had planned to use it as a low card. A remaining hand of joker, A♣, K♦ and 5♥ scores 85 points: 50 + 20 + 10 + 5. If you legally play the joker before someone finishes, those other three cards total just 35.

That doesn't mean you should immediately discard every joker you draw. Before considering a discard, check whether you can use it in a legal meld or layoff. Discarding a joker removes its potential penalty from your hand, but it could also give an opponent the exact card they need to finish the round.

So one important joker tip is to consider both the points you could be left holding and how useful your discard might be to the other players.

Be aware of your opponent finishing the round

Keeping track of your opponents' behaviour is an essential part of any rummy strategy. The longer a game goes on, the more you need to keep an eye on whether an opponent is close to melding all their cards and ending the round.

If you notice an opponent only has a few cards left, you may need to adapt. If you are also close to emptying your hand, you might start playing more aggressively to acquire the final cards you need. If you are nowhere near emptying your hand, you might need to cut your losses and start getting your highest-value cards out, to minimise your penalty when the round ends.

This is particularly important with a joker. Keeping it for a better arrangement may be useful early on, but becomes much riskier when another player is close to finishing.

The four-joker problem in the final round

There is a particular joker problem to watch for in the final round. That contract contains three runs, and you must play your whole hand together without a final discard. Because each run can contain only one joker, those three runs can accommodate at most three jokers.

So if you are holding all four jokers, you cannot finish with your hand as it stands. Making your runs longer will not solve the problem. You need to change your hand first, for example by drawing and discarding an unwanted joker on an earlier turn before going out.

Three jokers can be useful if each one fills a gap in a different run. But a fourth needs somewhere to go before you can finish.

So next time you draw a joker, take a moment to see where it can help you most. Could it complete your contract, fill a gap in a run, or help you play a few more cards? Just remember to keep an eye on your opponents, because you don't want to be left holding those 50 points when someone finishes the round!