12-Step Rummy is yet another Contract Rummy game, with a different set of basic contracts that must be completed (12 of them) and a few other minor rule variations. The main distinctive difference, other than the 12 contracts, is that if a player does not complete the basic contract in one round, they must continue to work on that contract in the next round. They can not move on to the next contract until they have completed the former.
To be the first player to complete all twelve combinations or contracts. In the case of two players completing the 12th contract in the same round, the one with the least points wins.
For a game with 2 to 5 players use 2 standard decks plus jokers (108 cards total). Add another deck and its jokers for each 2 additional players. Deal 13 cards to each player, starting at the dealer's left.
Deuces and jokers are wild cards. In a set wild cards may be placed side by side, but in a run they must be separated by a 'real' card. Aces may be counted as high or low in runs (i.e., A-2-3-4 and J-Q-K-A are both legal combinations).
In addition to, or instead of, the rules for Contract Rummy the following items are relevant for 12-Step Rummy:
- Players may draw either the top card from the stock pile or the top card from the discard pile, but 1 card must be picked up before commencing play and 1 card must be discarded at the end of his or her turn.
- In order to make the contract, all required combinations must be laid down at the same time.
- A player may lay off cards on their own or another player's melds only after they have fulfilled their own contract, but they do not need to wait until the following turn to do so.
- One player may 'liberate' another's wild card by replacing it with the card it represents. Players are not allowed to liberate their own wild cards and the wild card can not be kept in their hand and must be played immediately.
- A player may make only one contract per round. If he does not make the contract in a given round, he must continue working on it in subsequent rounds until it is made before going for the next combination.
- If the stockpile runs out before play has finished, take all of the cards in the discard pile except for the top one, shuffle them and start a new stockpile.
|Contract #||Contract Details|
|1||2 sets of 3|
|2||1 set of 3, 1 run of 4|
|3||2 sets of 4|
|4||2 runs of 4|
|5||3 sets of 3|
|6||1 set of 4, 1 run of 4|
|7||1 set of 3, 1 run of 7|
|8||2 sets of 3, 1 run of 4|
|9||2 sets of 5|
|10||2 runs of 5|
|11||1 set of 8|
|12||1 run of 10|
Although the winner is typically determined by who fulfills all 12 contracts first, the accumulated score of all rounds leading up to that point is used as a tie breaker if more than one player completes the 12th contract in the same round.
|Wild card||50 points|
|Face cards||10 points|
|3 to 9||5 points|
Refer to Contract Rummy for any details that may not be presented here.
Optional Rules and Variations
The following rules may be added to the standard game if all players agree to the variation before the first player takes their turn. It’s not an all or nothing deal, the game participants can pick and choose which variations they like.
- Dummy Rummy: I've seen one variation of this game called Dummy Rummy that only differs in that the requirement to complete a contract before moving on to the next doesn't exist. In this version of the game the contracts are based on the round number, like in other Contract Rummy games. Naming this variant is unfortunate as that name seems to be used for lots of very different kinds of Rummy variations...
- The "May I?": The Buy or May I? step of Contract Rummy may be eliminated from this game if desired.