Welcome to our lesson all about Shanghai Rummy scoring. In this lesson, you will learn what the cards left in your hand are actually worth, how to add a round without counting the same penalties twice, and where people most often go wrong when the table starts calling out numbers.
A Shanghai Rummy round can end while you are still waiting for one useful card. When it does, the combinations you hoped to build no longer matter. Your score comes from the cards still in your hand.
Those points are penalties. Each round adds to your running total, and the player with the lowest total at the end of the game wins. Because, even though we play for fun, it is still nicer not to discover that a joker you were saving has just cost you fifty points.
This lesson uses the same seven-round version as our rules and contracts guides. Other versions use different values, so keep one scoring system throughout the game.
What the cards in your hand are worth
| Card left in your hand | Penalty points |
|---|---|
| 2, 3, 4, 5, 6 or 7 | 5 each |
| 8, 9 or 10 | 10 each |
| Jack, queen or king | 10 each |
| Ace | 20 each |
| Joker | 50 each |
Suits do not change these values. A 7♣ and a 7♥ each cost 5 points. An 8♣ and an 8♥ each cost 10.
The line between seven and eight
An eight is a number card, but it belongs to the 10-point group in this version. Likewise, a two costs 5 points rather than its printed value of two.
How much are aces worth?
Each ace remaining in your hand costs 20 points. Two aces cost 40, and three cost 60.
An ace's position in a run does not change its penalty value. If A♥ is still in Henry's hand when someone finishes, it costs 20 even if he intended to add it after J♥, Q♥ and K♥.
How much are jokers worth?
Each unplayed joker costs 50 points. Two cost 100 before you count anything else.
For comparison, one joker carries the same penalty as ten cards from the 5-point group. That arithmetic explains why a small hand containing a joker can cost more than a larger hand of ordinary cards.
How to calculate your round score
When a player goes out, stop play and count the cards remaining in each other player's hand. Cards already legally played on the table do not count against their former owner. The player who went out has no remaining cards and scores zero.
For an easy count, separate your remaining cards into four groups: cards worth 5, cards worth 10, aces worth 20 and jokers worth 50. Multiply each group by its value, then add the results. Count the physical cards afterwards to check that none were skipped or counted twice.
For example, three low cards, two 10-point cards and an ace give you 15 + 20 + 20 = 55 points. That is a six-card hand. Checking both the card count and the points is useful when several players are reading out scores at once.
Add the penalty to your running total
Your round score and your cumulative score are different numbers. If your previous total was 85 and the new penalty is 55, your updated total is 140.
A zero does not erase earlier penalties. A player on 85 who goes out stays on 85.
If your score sheet records individual rounds, write 55 in the new round's cell. If you also keep a running total, put 140 in a separate total field. Using the cumulative figure as though it were another round score would count earlier penalties again.
Six worked examples
The first four show cards left after a player has already reduced their hand. The last two show complete 11-card hands that were never laid down.
Example 1: three low cards
5 + 5 + 5 = 15 points
- 3♣♣
- 4♦♦
- 7♥♥
Do not add the printed ranks to get 14. All three cards belong to the same 5-point group.
Example 2: a mixed hand with an ace
5 + 10 + 10 + 20 = 45 points
- 4♣♣
- 8♦♦
- Q♥♥
- A♠♠
The eight and the queen have equal penalty values. The ace costs twice as much as either.
Example 3: a joker in a small hand
5 + 10 + 50 = 65 points
- 5♣♣
- 10♦♦
- Joker★
Only three cards, but 20 points more than the four-card hand above. Card count alone does not tell you what a round will cost.
Example 4: two unplayed jokers
5 + 10 + 50 + 50 = 115 points
- 3♣♣
- 8♦♦
- Joker★
- Joker★
Each joker counts separately. It does not matter that either could have substituted for a card in a future meld.
Example 5: an entire hand still unplayed
150 points
- 2♣♣
- 3♦♦
- 6♥♥
- 7♠♠
- 8♣♣
- 9♦♦
- J♥♥
- Q♠♠
- A♣♣
- A♦♦
- Joker★
Four 5-point cards make 20, four 10-point cards make 40, two aces make 40 and the joker makes 50.
The card-count check is 4 + 4 + 2 + 1 = 11. If your previous total was 70, this round takes you to 220.
Example 6: a completed contract still in your hand
It is round two, which requires a set and a run. Emma is holding a set of kings and a club run, but has not put them on the table when another player goes out.
90 points, contract and all
- K♣♣
- K♦♦
- K♥♥
- 3♣♣
- 4♣♣
- 5♣♣
- 6♣♣
- 2♦♦
- 7♥♥
- 8♠♠
- A♠♠
Three kings make 30, the four club cards make 20, the two and seven make 10, the eight makes 10 and the ace makes 20.
The completed set and run do not receive an exemption for being ready. All 11 cards remain unplayed, so all 11 are scored.
How to keep a score sheet
Use one column per player and one row per round. Record each player's penalty after every round, including a clear zero for the player who went out.
Leave unplayed rounds blank. A blank cell means the score has not been recorded; a zero means the round has been played and that player took no penalty.
| Round | Anna | Ben | Chloe |
|---|---|---|---|
| Round 1 | 0 | 25 | 40 |
| Round 2 | 35 | 0 | 20 |
| Round 3 | 20 | 45 | 0 |
| Round 4 | 0 | 30 | 25 |
| Round 5 | 60 | 0 | 20 |
| Round 6 | 0 | 15 | 25 |
| Round 7 | 65 | 55 | 0 |
| Total | 180 | 170 | 130 |
Chloe wins with 130. Ben finishes on 170 and Anna on 180. Anna went out in three rounds while Ben and Chloe each went out twice, and she still finishes last, because her penalties in the other rounds were larger.
The fifth round shows how quickly the lead can change. After round four, Anna had 55, Ben had 100 and Chloe had 85. Anna's 60-point penalty then took her to 115, behind Ben on 100 and Chloe on 105.
When recording scores, read the round's entries back before collecting the cards. It is much easier to correct a disputed count while the hand is still visible.
Common scoring mistakes
Counting only cards that cannot form a meld
Count every card still in your hand, including completed sets, completed runs and cards that could fit a meld on the table. An available play does not count as a completed play. If the table has a set of queens and Q♣ remains in your hand when someone goes out, that queen still costs 10 points. You do not get an extra turn to lay it off.
Counting cards already on the table
Once cards have been legally melded or laid off, they are no longer part of your remaining hand. Do not add their values to your penalty or award yourself positive points for having played them. If you have laid down your contract and finish with only 2♥ and 7♣ in hand, your penalty is 10 points.
Adding an automatic buying charge
A buy adds the requested discard and two stock cards to your hand. It does not create a separate fixed charge on the score sheet. Any of those cards still held at the end are scored normally. If a buy brought you K♦, 4♣ and A♥ and all three remain unplayed, they contribute 10 + 5 + 20 = 35 points. Play all three before the finish and they contribute nothing.
Importing a bonus from another version
The system used here applies ordinary card penalties and gives zero to the player who goes out. Do not automatically subtract points for winning a round, double another player's hand or award a special finish bonus. Such variations exist, but they belong to their own rule sets and are not part of the seven-round scoring used in this guide.
Before the first deal, put the chosen card values at the top of the score sheet. After each round, confirm the remaining-card counts, record the penalties and update the totals using those same values.
Use these values in your next game and count the hand before anyone gathers the cards. Or play a hand here, where the scoring is done for you.