The shape of it
What a round looks like
Everybody is dealt a hand. On your turn you take one card and throw one away, going round and round, until somebody can lay down what this round asks for. Once you are down you can start emptying your hand onto the table — yours and everybody else’s combinations.
The moment one person is out of cards the round stops dead. Everybody else is left holding whatever they were holding, and it is counted against them.
Rule one
There are only two things you can build
Rule two
The seven contracts
This is the whole game on one card. You cannot put a single thing on the table until you can put the entire contract down at once — until then you draw, you throw, and you wait.
| Round | You must lay down | Cards dealt |
|---|---|---|
| 1 | 2 sets | 11 |
| 2 | 1 set + 1 run | 11 |
| 3 | 2 runs | 11 |
| 4 | 3 sets | 11 |
| 5 | 2 sets + 1 run | 11 |
| 6 | 1 set + 2 runs | 11 |
| 7 | 3 runs — go out without a discard | 11 |
Rule three
A turn is three moves, in this order
Take a card. Either the top of the face-down pile, or the one the last player threw away.
Lay down, if you can. Only the whole contract, and only in one go. After that you may add single cards to anything on the table.
Throw one away. Every ordinary turn ends with a discard. In round seven, laying down all twelve cards after your draw ends the game without one.
Rule four
Buying the card somebody threw away
This is the part that makes Shanghai Shanghai. When somebody throws a card away you can ask to buy it — even when it is not your turn. If more than one person wants it, the person closest to playing next gets it.
Buying costs you the card you wanted plus one extra card off the pile, so your hand grows by two. You get three buys each round, which makes spending one a real decision rather than a reflex.
Rule five
Jokers stand in for anything
A joker can be any card you need. Two rules keep them honest: a combination can never contain more than one joker and must have at least two natural cards. A joker left in your hand at the end of a round is worth 25 penalty points.
They are powerful and they are dangerous, and holding one while somebody else looks ready to go out is one of the more uncomfortable feelings in the game.
Rule six
Counting up, and why low is good
When somebody goes out, everybody else adds up the cards still in their hand. Those points are against you.
- Ace 15 points
- Two 20 points
- Three to nine 5 points
- Jack, queen, king 10 points
- Joker 25 points
This catches people out on their first night: the person at the top of the scoreboard is the one with the fewest points, not the most.
Now play a hand
The rules make far more sense with cards in front of you. Sit down with whoever is around, or make a table and send the link round.