Seven deals. Harder contracts.
Lowest score takes the night.
How Liverpool Rummy works
Overview. Seven deals, each with a contract β the melds you must lay down before anything else.
Lowest total score after all seven deals wins. π
- 2 sets
- 1 set + 1 run
- 2 runs
- 3 sets
- 2 sets + 1 run
- 1 set + 2 runs
- 3 runs
Set = 3+ cards of one rank Β· Run = 4+ cards, same suit, in sequence.
Jokers and 2s are wild. Aces play high or low, never wrap (K-A-2 is not a run).
Each turn: draw (tap a pile, then tap it again) β optionally lay down your contract β
lay off single cards on any melds β discard one card to end your turn.
π Wild cards β jokers & 2s
Jokers and 2s are wild and work in both sets and runs. A set needs at least 2 natural
cards (wilds fill the rest). A run needs 4+ cards of one suit in sequence: wilds can fill
single gaps or sit on the ends β but two wilds may never sit side-by-side. So
wild-9-10-wild is a legal run, but 9-10-wild-wild is not. Wild 2s can never be stolen
back β only jokers can.
β¬οΈ Going down (laying your contract)
Select the cards, tap Lay down. Your melds must satisfy the deal's contract all at once
(e.g. deal 1 = two 3-card sets) β no laying down half now, half later β and you must keep one card
back to discard. Until you're down, you can't lay off or steal.
β Laying off
Once you're down, you may add single cards to anyone's melds β a 4th card on a set, or
extending a run at either end. Two rules: one card at a time (tap the card, then tap the
meld), and not on the same turn you went down β lay-offs open up on your next turn.
You still end every turn with a discard (unless that discard empties your hand β that's going out!).
π Stealing jokers
Tap π Steal joker, then tap a joker on the table. If you hold the natural card it stands for,
they swap: the natural takes its place and the joker goes to your hand. Only real jokers can be stolen
(not wild 2s), and like lay-offs, stealing opens on the turn after you go down.
π° Buying discards
When anyone discards, everyone else may buy that card out of turn: you get the discard
plus 1 penalty card from the stock. Who can buy: anyone except the discarder, the next player
(they draw normally), and anyone who has already laid down. If several want it, players are asked in
turn order and the first to accept gets it. Buying never changes whose turn it is.
Buy limits per match: 3 each with 2 players, 2 each with 3β4, 1 each with 5β6. Online you get
12 seconds to decide β silence counts as a pass.
π Going out & scoring
The deal ends the moment someone empties their hand (usually with their discard β going out).
Everyone else scores their leftovers: A=15, K Q J 10=10, everything else=5, jokers & 2s=15.
The goer scores 0 for the deal. Lowest total after deal 7 wins.
Deal 7 twist: if your whole 12-card hand forms 3 runs, tap Go out any time β
no discard needed.
π Online rooms
One phone hosts (runs the bots and the clock). If a turn sits untouched for 90 seconds the host
auto-draws and auto-discards so the game never stalls. Tabbed away? Coming back re-syncs you
automatically β hand, table, everything. The host can remove players from the lobby (tap β, then Sure?).