The Rules of Liverpool
Rummy -
How To Play Liverpool Rummy
Liverpool Rummy (aka Joker Rummy) is a popular
variation on the basic Contract Rummy game. In fact, it is almost identical,
save for a few important changes in the rules, such as the size of the hand
dealt and the number of deals that take place in each game. We’ll go into all
of that in just a moment, noting the specific changes in the rules for the
Liverpool version of Rummy. While there aren’t many, the changes do make the
game unique, considering the fact that they take place in some very important
aspects of the game.
Liverpool Rummy is played with
anywhere from three to eight players, all playing for themselves. Take two
decks of 52 cards and shuffle them together, adding in two jokers that act as
wild cards. Liverpool Rummy has an increased number of jokers in the deck as
Contract Rummy only includes one. The first dealer is determined by a random
draw. The person who draws the lowest cards deals first. Liverpool Rummy has a
set number of deals that take place, which are six.
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Liverpool
Rummy is regarded as a variation of the immensely popular Contract
Rummy. A set pre-determined contract is required to be fulfilled for each deal in a game. For
example, in deal #2 of Contract Rummy, one matched set (3 cards) and one
sequence (4 cards) are required as shown on the left. Each successive
deal has a new contract and this keeps the game exciting. |
In each of the deals,
players must come up with a specified “contract” that is made up of sets and
sequences. Sets are a group of three or more cards that are all of the same
value (such as three 2’s, or four 8’s). Sequences are made up of four or more
cards, all of the same suit (hearts, clubs, etc.) that is going in consecutive
order. These sets and sequences are called melds, and each contract has a
specific mix of melds that much be met. They are as follows:
- Deal #1: 2 Sets
- Deal #2: 1 Set, 1
Sequence
- Deal #3: 2 Sequences
- Deal #4: 3 Sets
- Deal #5: 2 Sets, 1
Sequence
- Deal #6: 1 Set, 2
Sequences
- Deal #7: 3 Sequences
On the first deal, the
dealer gives out seven cards to each person. The number of cards dealt changes
depending on the deal. The second through fourth deal has 10 cards, the fifth
and sixth deal have 12, and the seventh and final deal has 14. Once the hands
are dealt, the remaining cards are put face down on the table, and the top
card is turned over face up and laid next to it. Turn moves to the left of the
dealer, and on each turn a player must pick up a card from either pile (face
up or face down). Then, the player must lay down one card from his hand on the
discard pile, which is the one with the cards facing up. The play continues
like this until someone runs out of cards.
In order to run out of
cards, you must complete the contract for that deal. When this happens, you
lay down your contract, and need to get rid of the rest of the cards in your
hand. Each turn, you play as normal, but will be trying to lay the remaining
cards in your hand onto your contract, or a contract that has been laid down
by another player. When someone runs out of cards, the deal is done and
scoring takes place. While you play, it’s important to keep track of what the
other players pick up from the discard pile. Since you can see these, it’ll
give you a good idea of the melds they’re working on. Knowing this will give a
competitive edge and will help you decide on what cards to draw in order to
create melds of your own or block other players from making the ones you think
they are putting together.
Scoring is perhaps the most
important part of the game. It’s done after every deal, and the scores from
all seven of the deals are combined at the end to give each player a grand
total. After someone runs out of cards in their hands, the other players take
a look at the cards they have left. Each card is worth a certain number of
points, and these points are all added together. In the end, the person with
the least amount of points wins the game. Here is the breakdown of how many
points each card is worth:
- Cards 2-10: Face Value
- Face Cards (Kings,
Queens, and Jacks): 10 Points
- Aces: 15 Points
- Jokers: 25 Points
As cards with a higher face
value are worth more points, you’ll want to take careful consideration at
getting rid of them first. Either discard them or make melds involving them
first, because when the end comes (and sometimes it comes quickly) you won’t
want them around to give you a higher score than you would like. Play smart
and be lucky, and you’ll find the Liverpool version of Rummy to be a fun and
enjoyable game.
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