Frustration Rummy Instructions

Player Count: 2-5 players

Age Range: ages 10+

How to Win!

  • First player to “Go Out” on Contract 14 wins!


  • At the beginning of each new round, shuffle 2 decks of cards (including the Jokers) and deal each participating player 13 cards.
  • Place the remaining stack of cards in the middle of the table.
  • Flip the top card of the remaining stack facing up next to the deck to create the discard pile.

Game Basics:

  • Jokers and 2’s are wild cards.
  • Aces can be high OR low for runs
  • There are 14 contracts. These are the goals for each round:
    • 3 sets of 3
    • 1 set of 3 and 1 run of 4
    • 2 sets of 3 and 1 run of 4
    • 2 sets of 4
    • 2 runs of 4
    • 4 sets of 3
    • 1 set of 3 and 1 run of 7
    • 3 sets of 4
    • 3 runs of 4
    • 2 sets of 5
    • 2 runs of 5
    • 2 sets of 4 and 1 run of 4
    • 1 set of 4 and 2 runs of 4
    • 1 set of 3 and 1 run of 9
  • Sets are cards that all the values match (all 3’s or all 7’s)
  • Runs are numbers in the SAME suit in a consecutive numerical sequence (1,2,3,4 or 7,8,9,10)

How to Play:

  • The player left of the dealer will start the game.
    • Then, in subsequent rounds, the player who plays first will become the dealer for that round.
  • On their turn players MUST draw one card from either the discard pile or the deck.
  • At the end of their turn a player MUST discard a card from their hand.
  • Players must complete the contracts in the order listed and may only complete the contract they are on; they may NOT complete more than one contract per round.
  • A player can NEVER have more wild cards than standard cards in a set or a run.
    • Examples: You can have 5, 5, J, or 2,3,4 but you cannot have J, J,5 and 2, J,4.

Playing a Round:

  • During your turn, if you have met all the current contract requirements, you may lay the applicable cards face up in front of you. This effectively removes them from your hand.
  • Once you have laid down your contract, you may do any of the following on the current turn and consecutive turns:
    • Make extra sets of 3 or more
    • Make extra runs of 4 or more
    • Add cards to your or another player’s existing contracts. For example, adding a 5 to a set of 5’s already played. Or adding a 6 to a run of 2, 3, 4, and 5.
    • Wild cards may be played to any set or run if wild cards do not outnumber the standard cards due to the play.

“Going Out”:

  • The way to end any round, a player must “Go out” and have 0 cards left in their hand.
  • This can only be done AFTER you have played your contract on the table.
  • To “Go out” one player must be left with 0 cards in their hand after playing on contracts and using their final card to discard. This ends the round immediately.

Game End:

First player to go out on contract 14 ends the game and wins!

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