Nordic Contract Rummy

The Game at a Glance

New to Nordic Contract Rummy? Start here. These six cards cover everything you need to know before your first deal.

01 · The Mission
Complete the Contract

Each round gives you a specific contract to complete — sets, runs, Four of a Kind, Five of a Kind, or a mix. You cannot go out until your contract is laid down.

02 · Building Blocks
Sets and Runs

A set is cards of the same rank — Seven of Hearts, Seven of Clubs, Seven of Diamonds. A run is a sequence in the same suit — Four, Five, Six, Seven of Hearts.

03 · The Risk
Knock Carefully

You may knock up to three times per round to grab a discard card — but each knock also gives you a penalty card from the draw pile, growing your hand.

04 · Wild Cards
Watch the Jokers

Jokers are wild and can stand in for any card. But they cannot be discarded. A Joker left in your hand at the end of a round costs you 50 points.

05 · Ending a Round
Go Out First

The round ends when one player gets rid of all their cards. That player scores zero. Everyone else counts the points left in their hand.

06 · Winning
Lowest Score Wins

After all fifteen rounds, the player with the lowest total score wins. It is not about winning rounds — it is about keeping your score as low as possible throughout.

Nordic Contract Rummy is not only about going out quickly. It is about completing your contract, managing your hand, blocking opponents, and keeping your score as low as possible across all fifteen rounds.

Step by Step

How a Round Works

Follow a sample round from the first deal to the final score. Use the buttons to move at your own pace.

Step 1 of 10
Deal the Cards
👤
You · 11 cards
👤
Player 2 · 10 cards
👤
Player 3 · 10 cards
The starting player receives one extra card — eleven cards total.

Shuffle two full standard decks together, including the Jokers. Deal ten cards to each player. The starting player receives eleven cards. The starting player rotates at the beginning of each round.

Step 2 of 10
Set Up the Piles
Draw Pile
Nine
Discard Pile
starts face up

Place the remaining cards face down to form the draw pile. Turn the top card face up to start the discard pile. Now you are ready to begin the round.

Step 3 of 10
Check This Round's Contract
Round 2 Contract
One set of three + one run of four
Set of three
Seven
Seven
Seven
Run of four
Four
Five
Six
Seven

Before each round starts, check the contract. In Round 2, you need one set of three and one run of four. You cannot go out until both are complete and laid down on the table.

Step 4 of 10
Take a Turn
Draw Pile
Draw face-down
or
Nine
Discard Pile
Take top card

On your turn, either draw the top card from the draw pile, or take the top card from the discard pile. Then work toward your contract. End your turn by discarding one card — but remember, Jokers cannot be discarded.

Step 5 of 10
Another Player Wants to Knock
King
Player 2 wants this card from the discard pile
✓ Allow the Knock
✕ Say No
You decide. Think carefully — if they want it, it may help their contract.

If another player wants the top card from the discard pile when it is not their turn, they may ask to knock. You — the player whose turn it is — decide whether to allow it or not. Saying no can be a strong defensive move.

Step 6 of 10
What Happens When a Knock Is Allowed
King
Discard card
they wanted
+
Penalty card
drawn blind
=
+2
cards added
to their hand

If allowed, the knocking player takes the discard card and must also draw one penalty card from the draw pile — adding two cards to their hand. This uses one of their three allowed knocks for the round. A card received from a knock cannot be discarded on the very next turn.

Step 7 of 10
Complete and Lay Down the Contract
Set of three — with a Joker
Eight
Eight
🃏
Run of four
Five
Six
Seven
Eight
Contract complete — laid down on the table ✓

After one full turn cycle has passed, a player may lay down their completed contract. Jokers can substitute for any card in a valid set or run. Once you lay down your contract, you cannot knock anymore during that round.

Step 8 of 10
Get Rid of Remaining Cards
Eight
Extra card
Five
Six
Seven
Eight
Extended onto existing run

After laying down your contract, play your remaining cards by adding them onto valid sets and runs already on the table. Then discard your final card to end your turn — unless you are going out completely.

📌

Round 15 special rule: In Round 15 there is no final discard. You must lay down all cards at once in one complete play.

Step 9 of 10
One Player Goes Out
👤
You — Out! 🎉
0 pts
👤
Player 2
Queen
Three
👤
Player 3
🃏
King
Ace

The round ends the moment one player gets rid of all their cards. That player scores zero points. All other players reveal their remaining cards and count the penalty points.

Step 10 of 10
Score the Round
Eight of Clubs5 pts
Queen of Hearts10 pts
Ace of Spades15 pts
Two of Diamonds20 pts
Joker50 pts
Total this round100 pts

Count the value of every card left in your hand using the card value table. The lower your score each round, the better your position. After all fifteen rounds, the player with the lowest total score wins the game.

1 / 10
Complete Reference

Full Rules

Everything you need during play. Tap any section to expand it.

01 Objective

Each round has a specific contract that must be completed using sets and runs. Once a player completes their contract and lays it down, they try to get rid of their remaining cards. The round ends when one player has no cards left. After all fifteen rounds, the player with the lowest total score wins.

02 Setup
  • Two standard decks including Jokers are shuffled together.
  • Ten cards are dealt to each player.
  • The starting player receives eleven cards.
  • The starting player rotates at the beginning of each new round.
  • Two to six players may join a game. For five or six players, five to six Jokers are recommended.
  • The remaining cards are placed face down as the draw pile.
  • One card is turned face up to start the discard pile.
03 Card Values
CardPoints
Three through Nine5 points each
Ten10 points
Jack10 points
Queen10 points
King10 points
Ace15 points
Two20 points
Joker50 points
04 Jokers
  • Jokers are wild cards. A Joker can stand in for any card in a valid set or run.
  • Jokers cannot be discarded to the discard pile under any circumstances.
  • A Joker left in your hand at the end of a round costs you fifty points.
  • Plan your Jokers carefully. Using them early in a contract is safer than holding them too long.
⚠️

A Joker stuck in your hand is the most expensive card in the game — fifty points every time.

05 Sets and Runs

Set (Triss): Three or more cards of the same rank, regardless of suit.

Example: Seven of Hearts, Seven of Clubs, Seven of Diamonds

Run (Stege): A sequence of cards in order within the same suit.

Example: Four of Hearts, Five of Hearts, Six of Hearts, Seven of Hearts

Four of a Kind: Four cards of the same rank.

Five of a Kind: Five cards of the same rank (Jokers may be used).

06 Knocking and Penalty Cards
  • Each player may knock — also called buying — up to three times per round.
  • To knock, a player asks for the top card from the discard pile when it is not their turn.
  • The player whose turn it is decides whether to allow the knock or refuse it.
  • If allowed: the knocking player takes the discard card and also draws one penalty card from the draw pile. Their hand grows by two cards.
  • If refused: the active player must take the discard card themselves.
  • Once a player has laid down their contract, they may no longer knock for the rest of that round.
💡

Do not always allow a knock. If another player wants that card, it probably helps their contract. Saying no can be a strong defensive move.

07 Card Received From a Knock

A card received from a knock — either the discard card or the penalty card — cannot be discarded immediately. The player must keep it for at least one full turn cycle before discarding it.

08 Laying Down a Contract
  • A player cannot lay down their contract immediately at the start of a round. One full turn cycle must pass first.
  • After that, a player may lay down their completed contract at any point during their turn.
  • Once laid down, the player can no longer knock for the rest of that round.
  • After laying down, a player may also play remaining cards onto valid sets or runs on the table.
09 Going Out

In most rounds, a player goes out by playing all their remaining cards and discarding their final card. The round then ends immediately.

The player who goes out scores zero points for that round. All other players count the penalty value of every card remaining in their hand.

10 Special Rule — Round 15

In Round 15, there is no final discard. A player must lay down all of their cards at once in one complete play. Every card must be part of the final layout — nothing can be discarded to end the round.

📌

Plan Round 15 carefully. Every card in your hand must fit into the final play — runs become especially important here.

11 Draw Pile Runs Out
  • If the draw pile runs out during a round, pick up the discard pile.
  • Do not shuffle it — keep the cards in the same order.
  • Turn it face down to form a new draw pile.
  • Burn the top card face up to start a new discard pile.
  • Continue playing as normal.
12 The 15 Round Contracts
RoundContract
1Two sets of three
2One set of three + one run of four
3Three sets of three
4Two runs of four
5One run of five + two sets of three
6Four sets of three
7Two runs of four + one set of three
8One four of a kind + one run of five
9Two runs of five
10One five of a kind + two runs of four
11Three runs of four
12Two four of a kind + one set of three
13One five of a kind + one set of three + one pair Pair cannot be built on
14One run of five + two four of a kind
15 FinalTwo sets of three + all remaining cards in a run
♟️

Contracts grow harder as the game progresses. Planning suited sequences early and saving Jokers for later rounds is a smart long-term strategy.

13 Strategy Tips

Do not always allow another player to knock. If they want the card, it likely helps their contract. Saying no is a legitimate defensive move.

Watch which cards other players ask for. It tells you what contract they are working on.

Use knocks carefully. Each successful knock adds a penalty card to your hand — more cards means more risk if someone else goes out first.

Jokers are powerful but dangerous. Using a Joker in your contract early is much safer than holding it in your hand at the end.

Once you lay down your contract, you cannot knock anymore. Think before you lay down if you still need cards from the discard pile.

In later rounds, runs become more important than sets. Keep suited sequences together from early in the game.

In Round 15, plan extremely carefully. Every single card must be played — there is no final discard.

Ready to Play?

Nordic Contract Rummy is easy to learn but gets more strategic every round. Complete the contract, manage your Jokers, use your knocks wisely, and keep your score low.