- Frustration Rummy Rules -
How To Play: Frustration Rummy
3 Sets of 3
1 Set of 3 & 1 Run of 4
2 Sets of 3 & 1 Run of 4
2 Sets of 4
2 Runs of 4
4 Sets of 3
1 Set of 3 & 1 Run of 7
3 Sets of 4
3 Runs of 4
2 Sets of 5
2 Runs of 5
2 Sets of 4 & 1 Run of 4
2 Runs of 4 & 1 Set of 4
1 Set of 3 & 1 Run of 9
Intended for 2-5 players.
Shuffle two full decks (including Jokers) together and deal 13 cards to each player.
Place the remainder of the cards face down in the center of the table (draw pile) and flip the top card up beside the stack (discard pile).
Aces can be used as high or low in runs. 2's and jokers are always considered wild.
All players must attempt to complete the 14 contracts in order of how they are listed. A player may only complete one contract per round. Complete all 14 contracts to win the game.
Starting with the player to the left of the dealer and continuing clockwise each player may either draw the top card of the deck or the top card of the discard pile.
If the deck runs out reshuffle the discard pile except for the top card and make a new draw deck.
The player who played first will become the dealer for the next round.
If a player has all of the cards to complete a contract they may lay them down on their turn.
You may never have more wild cards than natural cards in a contract set or run. For example, in a set of three, you can have two 5's and a joker but not two jokers and a 5. If you were making a run of A, 2, 3, 4 the 2 would be considered wild even though it was still being used as a natural 2 in this run.
For runs, they must all be of the same suit.
When you have completed all your moves you must discard a card.
Ending a Round
A Round ends when one player goes out. They have completed their contract and laid down all their cards and have one left for a final discard.
After a player has completed their contract they can get rid of the extra cards in their hands by adding them to the table.
They may make extra sets of 3 or more, they may make extra runs of 4 or more.
They may add to an existing set of their own or of an opponent that has already completed their contract.
Example: Player 1 has a 5 in their hand, Player 2 has completed their contract and has a set of 5's on the table. Player 1 may add his 5 to players 2's set of 5's.
They may add to an existing run of their own or of an opponent that has already completed their contract.
Example: Player 1 has the 3 of Diamonds, Player 2 has a run of the 4,5,6,7 and 8 of Diamonds. Player 1 may add his/her 3 of Diamonds to the end of Player 2's run.
They may play wild cards to any sets or runs as long as it does break the rule of more wild cards to natural cards for the run or set.
Once a player has gone out the round ends. Any players that have met their contract move on to the next contract. Any players that have not met their contract remain on their current contract.
First player to go out on Contract 14 wins.