Shanghai Card Game Score Sheet

The 'Shanghai': This occurs when a card is discarded which could be added to one of the melds that is already on the table. There are two situations: If you deliberately discard a card which could be added to an existing meld, you can call 'Shanghai' as you discard it. That card then becomes the new Upcard, which the next player in turn can take or other players can buy.Once a player discards their card the card underneath the Upcard is now considered a 'dead' card because it is no longer in the game. Buying or Saying May I To buy a card, a player says 'May I'.

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Frustration is a fun Rummy variant in which players attempt to complete 10 specific melding requirements over the course of multiple hands during the game. This game appears to actually be derived from another similar but lesser-known game, Garbage Rummy, described further below. Most games of this group appear to be related to the Contract Rummy family of melding games. During the course of the game, a player attempts to fulfill each of 10 requirements during individual hands during play, which is probably how the game got the name Frustration.
The standard game Frustration is designed to be played by 2 to 5 players, but variants for more players are described below. The game uses two standard 52 card decks shuffled together. For the best play experience the decks should be of the same back design, but this is not absolutely essential. The sequential ranking of the cards in this game are as follows, from high to low; Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3. All two's are wild cards and can be used as a replacement for any other card in creating a meld. Shanghai
Determination of seating positions and first dealer can be performed in a number of ways, with draw for high cards the most common. The players would each draw a card from the shuffled deck, and would take seats at the table, based on the rank of the cards draw, from highest to lowest. If two or more player draw cards of the same rank, those players would redraw until drawing cards of a unique denomination. The player drawing the highest card of all would become the first dealer. Thereafter, the deal would rotate around the table in a clockwise rotation from player to player.
Once the dealer has been determined and the players seated, the dealer should thoroughly shuffle the deck and offer it to the player at his immediate right to cut. After the cut, the dealer then deals the cards, face-down and one at a time in a clockwise direction around the table, starting with the player to his immediate left. He continues dealing around the table until each player has 11 total cards. The dealer then places the remainder of the deck in a pile face-down in the center of the table to make the draw pile. Lastly, he flips over the top card of the draw pile, laying it face-up next to the draw pile to start the discard pile.
The goal of each player is to make each of the 10 required melds during the course of 10 or more hands. Thus, at the start of the game, each player attempts to fulfill the requirement of the first meld. Once able to complete this meld (on the first hand, or a later one) he may then advance to attempting to make the next meld in the series on a subsequent hand. The first player to complete all 10 melds in order, wins the game upon completion of that tenth meld. The meld types in this game are as follows:
  • Set: A set consists of three or more cards of the exact same denomination (i.e. four fives).
  • Run: A run is a series of four or more sequential cards. Dissimilar to most other Rummy type games, in Frustration, the cards in a sequence can be of any suit, as long as they are in direct sequential order.
A specific meld may never contain more wild cards (twos) than non-wild cards. Although this descriptions of sets and runs show the basic requirements for a set or run, to fulfill the specific requirement for a hand, these sets or runs may require fewer or more cards, as per the chart below for a specific meld order. The lowest card allowed in a meld is a 3 and the highest card an Ace.
The 10 requirements a player must fulfill, and the order in whicn these requirements must be fulfilled, are as follows:
Requirement OrderMeld
12 sets of three cards
21 run of four cards And 1 set of three cards
31 run of seven cards
41 sets of five cards and 1 set of three cards
51 run of four cards and 1 set of four cards
62 sets of four cards
71 run of eight cards
81 set of five cards and another set of two cards
91 run of nine cards
101 set of five cards and another set of five cards
At the start of a game, every player will be attempting to fulfill the requirements of the first meld (2 sets of three cards). However, as the game progresses, players will attempt to complete this meld and progress through each of these melds in order. Only one of these specific meld types may be completed on an individual hand and the melds must be completed in this order over the course of 10 or more hands.
A player may not make any melds to the table until he has completed his current meld requirement. Once he is able to make the required meld, he may then lay down all these melds. In addition, he may lay down any additional melds, extend other players melds on the table or extend his starting melds with cards from his hand. On subsequent turns that player may then make any new melds or extend other melds already on the table (either his own or on any other players' melds that might be on the table).
Cached The player to the immediate left of the dealer has the first turn and the turns continue in a clockwise rotation around the table. On each turn, a player performs the following, in order: Shanghai
  • Draw
  • : To begin his turn, a player will draw a card. This can either be the top face-up card from the discard pile, or the top face-down card in the draw pile.
  • Melds
  • : After drawing, a player may then meld if able to (and willing). As indicated previously, a player may meld no cards from his hand to the table until he has fulfilled his current meld requirement and played it to the table.
  • Discard
  • : After a player makes any melds, he then discards one card to the top of the discard pile.
If the draw pile is depleted during the hand, the dealer should shuffle all but the top card of the discard pile and place them in a face-down pile to start a new draw pile.
If a player reduces his hand to exactly one card, he must knock on the table. This is an indicator to the other players that they may want to discard or play any high point scoring cards from the hand.
Once any player plays 10 cards to the table and then discards to end his turn, the hand immediately ends. Any player who was able to fulfill and play to the table his current meld requirement is permitted to move to the next meld in the order of melds. Players who are unable to fulfill the requirement must again attempt to fulfill that same requirement. The first player to have completed all 10 melds in order during the game is declared the game winner.

Oh Shit is a classic trick winning card game. Played with a full deck of standard playing cards without any Jokers. It is a close cousin to the game Oh Hell and has varying rules depending on where it is played. These are the rules that playohshit.com uses.

Game Objective

The aim of the game is to score more points than your opponent.

Rounds

There is a total of 19 rounds in the game. The number of cards dealt to each player is determined by the round. Ten cards are initially dealt and then one less each consecutive round until only one card is being dealt. After the one card round an additionally card is dealt each round until there are 10 cards dealt.

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Starting the game

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The following steps are repeated for each round:

  1. Cards are dealt starting with the player to the left of the dealer.
  2. The trump suit is shown (see trumps).
  3. Each player makes their bid for the round starting with the player to the left of the dealer (see bidding and scoring).
  4. The player to the left of the dealer plays a card of their choice.
  5. In a clockwise direction each player plays a card. If a player can follow suit they must.
  6. After each player has played their cards the trick is evaluated. The person who played the highest card of the lead suit (the suit the first player played) wins the trick. The only exception would be if a player could not follow suit and trumped the trick. Under these circumstances the person who played the highest trump wins the trick.
  7. The person who won the trick then leads the next trick.
  8. Steps 5 - 7 are repeated until all cards have been played.
  9. Record the scores and deal the next round.(see scoring and bidding)

The Value of Cards

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Card values from lowest to highest are: 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A. Hence an ace would beat any other card and a 2 would beat nothing. The exception to these values is if a card is a trump. The highest trump card is the Jack of the trump suit and the Jack of the same colour also becomes a trump and is the second highest card in the game. Hence, if spades was trumps the highest valued card in the game would be the Jack of Spades and the second highest would be the Jack of Clubs. Under these circumstance the Jack of Clubs would be played at any time a spade could be played.

Trump Suit

After the cards are dealt each round, a card is turned over and its suit is declared the trump for the round. A trump like any other suit can only be played if it is lead or if a player does not have any cards of the suit that was lead. However, unlike other suits, if a player can't follow suit and instead plays a trump the highest trump will beat all other cards regardless of their values. Hence, if spades was trumps, a player lead with the Ace of Hearts, the next player didn't have any hearts and instead chose to play a Two of Spades because it is a trump card the second player would win the trick.

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As noted earlier the Jack of a trump suit is the highest card in the game. Furthermore, the Jack of the same colour in the off-suit is the second highest. The off-suit trump for the all purposes in the round becomes the trump suit.

Scoring and Bidding

Shanghai Card Game Score Sheet

At the beginning of each round, after looking at their cards, players bid how many tricks they expect to win. Bidding starts with the player to the left of the dealer. As a result, the dealer always bids last. The dealer may not make a bid that will result in the sum of player bids for the round being equal to the number of cards in the round.

At the end of each round, players are awarded one point for each trick they won. Furthermore, players who achieve their bid exactly are awarded a bonus 10 points for the round. Notably, players who win more than what they bid do not receive the bonus points.

Shanghai Rummy Card Game Score Sheet

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Shanghai Card Game Score Sheet

Read about Oh Hell! rules and other great card games.