Selected four-player Liverpool/Contract profile: exact-cut bonus, delayed layoffs, seven contracts and all-in final runs. Club rules vary in packs, penalties and buying limits; these values are not universal.

← On a small screen, scroll the diagram horizontally. →

Round-one opening: 10 cards in each of 4 hands, 7♦ starts the discard, 66 cards in stock. Two packs plus three jokers total 107.
Round-one opening: 10 cards in each of 4 hands, 7♦ starts the discard, 66 cards in stock. Two packs plus three jokers total 107.

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Contracts with a cutting bonus

Liverpool Rummy is a name used for several home versions of Contract Rummy, a family developed from earlier contract games. There is no single international Liverpool code. Here the distinctive rule is a bonus for cutting the exact dealing packet. The final contract uses three runs, not a single long run. We describe a complete four-player profile rather than silently mixing different club versions.

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Two packs and three jokers

For 4 players combine 2 standard packs with 3 jokers: 107 cards. Choose a dealer randomly, then rotate clockwise. The right neighbour cuts before dealing; an exact packet of 41 cards in the first 3 rounds, or 49 in the last 4, reduces that cutter’s score by 50. Deal singly clockwise: 10 each in rounds 1–3, 12 in rounds 4–7. Turn the next card up as discard, keep the rest as stock. Dealer’s left begins.

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The seven opening contracts

Contracts in order: 1 — 2 sets; 2 — 1 set and 1 run; 3 — 2 runs; 4 — 3 sets; 5 — 2 sets and 1 run; 6 — 1 set and 2 runs; 7 — 3 runs and empty your hand. A set starts with exactly 3 equal ranks, suits unrestricted and duplicate cards allowed. A run starts with exactly 4 consecutive cards of one suit. Aces may be low or high, never wrapping K A 2. Multiple runs in the same suit must overlap or have a gap; adjacent runs cannot satisfy separate requirements.

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Draw, open, extend, discard

Normally draw the top stock or discard card. You may open only by laying your entire current contract together, at its minimum size; no partial opening and no later new melds. Extra cards can be added to any existing meld only on a later turn after your own opening. Do not lay off on the opening turn. End by discarding a card. Keep a card for the required discard in ordinary rounds; the final contract has the exception below.

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Taking a discard out of turn

If the active player wants the discard, they take it normally and nobody can interrupt. Otherwise another player may request it, taking that card plus 1 stock penalty card, with no melding or discarding. Priority goes to whoever plays soonest after the active player. A different player may then request the newly exposed discard in the same way; nobody takes 2 successive discards this way. The original player finally draws stock and resumes the interrupted turn. Buying does not steal the turn.

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Wild cards and the final contract

A joker represents a missing card in a set or run. A joker in a set stays there. On a later turn after opening, replace a run joker with its exact natural card and immediately lay off that joker elsewhere; never keep it. In round 7, lay your whole hand at once as 3 runs, with no discard. Runs may now exceed 4 cards to absorb every card drawn or bought. No preliminary opening or leftovers are permitted in that final round.

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Recycling and penalty points

When stock runs out, leave the top discard and shuffle the rest into new stock. If nothing can be replenished and a required draw is impossible, end without a winner and score everyone’s hand. Otherwise the player out scores 0; others count numerals at face value, J Q K at 10, aces and jokers at 15. Add each round to the ledger, including any cutting bonus. After 7 rounds the lowest cumulative score wins; tied totals share.

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Opening does not permit instant layoffs

In round 1, take discard 7♦ with hand 7♠ 7♥ 9♠ 9♥ 9♦ 3♣ 4♣ 5♣ 8♦ A♥. Lay 7♠ 7♥ 7♦ and 9♠ 9♥ 9♦: both required sets together. You now have 5 cards. Discard 8♦, leaving 4. You cannot add extras to table melds until a later turn. A different player left holding A♠ K♦ 4♥ scores 15 + 10 + 4 = 29. An exact opening cut of 41 would separately reduce the cutter’s score by 50.

← On a small screen, scroll the diagram horizontally. →

Round one · before drawing. Cards for the contract: 7♠, 7♥, 9♠, 9♥, 9♦. Discard: 7♦. Other hand cards: 3♣, 4♣, 5♣, 8♦, A♥. Take 7♦ to complete both sets. Opening just the nines would not satisfy the contract. Open together, then discard. Contract on table: 7♠, 7♥, 7♦, 9♠, 9♥, 9♦. Discard: 8♦. Hand: 3♣, 4♣, 5♣, A♥. Both sets are down; discard 8♦. Keep the remaining four cards until a later turn permits layoffs. Round one: take 7♦, open both required sets together, then discard 8♦. Four cards remain; layoffs must wait until a later turn.
Round one: take 7♦, open both required sets together, then discard 8♦. Four cards remain; layoffs must wait until a later turn.

Common questions

Can I lay off as I open?+

No, wait until a later turn after your opening.

Is the final contract a single run?+

No, three runs use the entire hand, without a final discard.

Does buying give me the turn?+

No, take the penalty card and let the active player continue.