There are a few things to consider in the game of Contract Rummy:
(1) Drawing (Compulsory) -
The player to the dealers left draws the first card either from
the discard pile or from the top of the stock pile and add this
card to his hand. The player ends his turn discarding a card on to
the discard pile.
(2) Buying (Optional)
- In contract rummy unlike other rummy games, any of the players
can pick a discard and it may not be their turn. This discard
picked by any of the arbitrary players is generally referred to
as being "bought" and the player who wishes to buy a discard is
also required to pick a card from the stock pile and such a card is
referred as "Penalty card". The player who bought the card can not meld,
lay off or discard as it is not his turn. On his turn again this player
picks a card and finally we can see two extra cards in his hand which he
can meld if they make one.
Once the player is done with buying, the play again jumps on to
the 'right' player whose turn it was before the play got hold. This
player now can only pick the card from the stock as the present card
on the discard pile is the one which he already declined.
(3) Melding (Compulsory) -
The player on his turn draws a card and can form the melds required
for the contract and this is known as "fulfilling the contract".
Melding is compulsory as the player has to meet a meld requirement
to fulfill the basic contract in every deal. The player is not allowed
to lay off the cards on the same turn he fulfilled the requirement of the
contract. This means that the melding and laying off cannot be done on the same turn.
(4) Laying Off (Optional & Conditional) -
The player can lay off the cards on his next turn that occurs after he has
melded the cards for the contract. The player can lay off cards on any of the
melds on the table but is not allowed to form melds other the ones required for
(5) Joker Substitution (Optional & Conditional) -
Jokers are the wild cards which can be used to replace any card in a meld. A player
when fulfills a basic contract with a joker in it, places it on the table and later
if he encounters the card which the joker has represented till
then, can replace the card and take the joker
into the hand. A situation may arise where more than one player has a card to replace the
one in the contract, in such a case the player whose turn is due in that particular round
is given the priority to replace. A joker in a sequence can be moved anywhere in the meld
by a player when he wishes to lay off a natural card.
(6) Discarding (Compulsory) -
After drawing a card from the stock or the discard pile the player observes the complete
hand and discards a card he needs the least on to the discard pile face up. A discard is not
necessary to go out in the deal 7, thus a player can meld till the last card. But
he should be conscious in completing the hand with all the 13 cards with no unmatched card and this
clearly states that the sequences in Deal 7 can be longer than required to complete the contract.
If The Stock Pile Finishes
When the stock pile runs out before a player goes out, the discard pile under the top discard is
taken and shuffled by the dealer and turned face down to form a new stock pile.