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Frustration Rummy Rules

 

 

 

Frustration Rummy Rules

 

How to Win: The objective of the game is to be the first to complete all 14 Contracts as listed on the board.

  

Contracts:

 

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

  

Set Up:

 

2 to 5 players 

2 Decks of Cards including Jokers 

Deal 13 Cards to each player 

Place the rest of the deck in the center of the table to make a draw deck and flip one card over to form a discard pile. 

Jokers and 2's are wild cards. Aces can be high or low for Runs

 

 Sets and Runs

 

Set - a group of cards of the same value. The contract will tell you have many sets you need and how big the sets need to be.

 Run - a group of cards of the same suit in a row. The contract will tell you have many runs you need and how long the runs need to be.

  

Play 

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 and only the contract they are currently on. 

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 

If a Player has all of the cards to complete a contract they may lay them down on the table on their turn. They may still have extra cards in their hand (See ending a round on how to discard them) 

When they have completed all their moves they must discard a card. 

 

You may never have more wild cards then natural cards in a contract set or run. 

For example for a set of 3 you could have two fives and Joker but not 2 Jokers and a 5. 

2's are always wild. If you were making a run of A, 2, 3, 4 the 2 would be considered wild for purposes of wild vs natural cards. 

For Runs they must all be of the same suit. 

 

 Ending a Round

 

A Round ends when one player goes out. 

To Go Out - they must have completed and laid down their current contract 

and laid down all their extra cards 

and have one card left for a final discard. 

 

After a player has completed and laid down their contract they can get rid of the extra cards in their hands by adding to the table. 

 

They may make extra sets of 3 or more 

They may make extra runs of 4 or more (same suit) 

They may add to a existing set of their own or of a 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 a existing run of their own or of a opponent that has already completed their contract. 

Example: Player 1 has the 5 of Diamonds, Player 2 has a run of the 6,7,8,9 and 10 of Diamonds. Player 1 may add his 5 of Diamonds to the end of the 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 contract they are laying on.

  

 

Once a player has laid down his contract, laid down any extra cards and discarded his last card, the round ends then. 

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. 

The player who played first will become the dealer for the next round 

 

First player to go out on Contract 14 wins. 

 

For a shorter game you can select a different finishing contract (example, playing to contract 7) This must be decided at the beginning of the game

  

Frustration Rummy Game Board is Copyrighted 2010 by Unique Wood Products