Types of Rummy: 14 Rummy Games Compared by Players, Cards and Melds

Every rummy game uses the same engine: draw a card, try to make sets and runs, discard a card. The types differ in four places: how many cards you hold, whether you meld as you go or all at once, whether the required melds change each hand, and how the game is scored.

The table below compares 14 games on those points. If you just want to start playing, the plain version is on our rummy rules page. Names vary by region, so a game your family calls "Rummy 500" may be someone else's "500 Rum."

A set of three 7s and a run of 4♥ to 7♥ on felt above five rummy names: gin rummy, 500 Rum, Liverpool, Canasta, Hand and Foot

The 14 games side by side

GamePlayersCardsDealt to eachWhat makes it differentHow it ends
Basic rummy (Rum)2 to 61 deck10 (2 players), 7 (3 or 4), 6 (5 or 6)The base game: meld and lay off on any turnTarget score set in advance
Gin rummy21 deck10No melding during play; you knock with 10 or fewer points of unmatched cards100 points
Oklahoma gin21 deck10The first upcard sets the knock limit; an ace usually means gin onlyAgreed target
500 Rum2 to 81 deck (2 for big groups)13 (2 players), 7 (3 or more)You may take several discards at once; melds score plus, hand cards score minus500 points
Contract rummy / Liverpool3 to 82 or more decks with jokers10 to 12A different required meld each hand; out-of-turn "buying" of discardsAfter 7 hands, lowest total wins
Shanghai3 to 82 or more decks with jokers11Contract game with a limited number of buys per handAfter the last contract, lowest total wins
Aggravation rummy3 to 72 decks plus 4 jokersVaries by table7 contracts that each player must complete in orderFirst player through all 7 contracts
Dummy rummy2 to 42 decks plus jokers; 2s wild1312-hand contract ladder; you must end with a discardAfter 12 hands, lowest total wins
Canasta4 (2 partnerships)2 decks plus 4 jokers, 108 cards11Melds of 7 cards ("canastas"); a frozen discard pile5,000 points
Hand and Foot4 or more, in partnershipsAbout 1 deck per player, plus jokers2 packets, usually 11 eachYou play your "hand," then pick up your "foot"; books of 7After a set number of rounds
Tonk (Tunk)2 to 41 deck5Tiny hands; you may "drop" and end the hand when your count is lowPer hand, or a points target
Conquian240 cards (8s, 9s, 10s removed)10You never take cards into your hand; you must meld 11 cardsPer hand
Rummikub (tile rummy)2 to 4106 tiles: 2 x 52 plus 2 jokers14 tilesFirst meld must total 30; you can rearrange melds on the tableFirst to play every tile
Indian rummy (13-card)2 to 62 decks plus jokers13You need 2 sequences, 1 of them with no joker ("pure")Per hand, or a points target
Choosing a rummy gameTwo players: gin rummy or Oklahoma gin. Three to eight players: under an hour, basic rummy or 500 Rum; a long game night, Liverpool, Shanghai or Hand and Foot.How many players?23 to 8Gin rummy · Oklahoma ginHow long a game?under 1 hourgame nightBasic rummy · 500 RumLiverpool · ShanghaiHand and Foot
Choosing a rummy game: start with the number of players, then how long you want to play.

Which rummy should you play?

Your tableTryWhy
2 players, short sessionGin rummyFast hands, one deck, game to 100
2 players, want more scoring500 Rum or Oklahoma ginPoints for melds, or a knock limit that changes each hand
3 to 6 players, new to rummyBasic rummyFewest rules
4 players, partnershipsCanasta or Hand and FootTeam play with big melds
5 to 8 players, long eveningLiverpool or Shanghai7 hands with set contracts and buying
Mixed ages, no shufflingRummikubTiles, no cards in hand to hide

Seven of the 14 games need at least 2 decks: Liverpool, Shanghai, Aggravation, Dummy rummy, Canasta, Indian rummy and Hand and Foot, which can take 5 or more for a table of 4. Check your card supply before game night; our playing card guide explains how many decks each game needs.

How do the scoring systems differ?

Rummy games score in one of three ways, and the choice changes how you play the last few turns of a hand.

SystemGamesWho scoresWinner
Winner collectsBasic rummy, TonkThe player who goes out scores the cards left in other handsHighest total, or first to the target
DifferenceGin, Oklahoma ginThe knocker scores the gap between the 2 hands' unmatched cardsFirst to 100 (gin)
Plus and minus500 Rum, Canasta, Hand and FootEveryone scores melds; cards left in hand count against youFirst to 500 or 5,000
Penalty onlyLiverpool, Shanghai, Aggravation, Dummy rummyEveryone adds their own leftover cardsLowest total after the last hand

Worked comparison. You're caught holding K♠ 7♦ 7♣ A♥ when an opponent goes out. Counting face cards as 10 and the ace as 1, that's 10 + 7 + 7 + 1 = 25.

Same 4 cards. Three different results. That's why players who switch games mid-evening often throw away the wrong cards.

Which games use tiles instead of cards?

Rummikub, mainly. It uses 106 tiles: numbers 1 to 13 in 4 colors, twice over, plus 2 jokers. Each player draws 14 tiles, and your first meld must add up to at least 30. A run of 10-11-12 in one color, worth 33, is enough on its own. After that you may rearrange any melds on the table as long as every group is legal when your turn ends.

How is gin rummy different from regular rummy?

Timing. In basic rummy you meld and lay off on any turn, so everyone can see your sets building. In gin rummy you keep every card in your hand until you end the hand by knocking, and only then does your opponent find out what you were building.

Basic rummyGin rummy
Players2 to 62
Cards dealt10, 7 or 610
Melding during playYes, any turnNo
Laying offOn any meld, any turnOnly on the knocker's melds, after the knock
Ending a handFirst player to run out of cardsKnock with 10 or fewer points of unmatched cards, or go gin with 0
ScoreValue of cards left in other handsDifference in unmatched cards, plus bonuses

Full rules are on our gin rummy page.

What are contract rummy games?

The target moves. In a contract game the required meld changes each hand: in hand 1 you might need 2 sets of 3, and by the last hand you need several runs at once. You can't lay down anything until you meet the contract for that hand. Liverpool, Shanghai, Aggravation and Dummy rummy all use this idea, with different contract lists and different numbers of hands.

Contract games also add buying: when you want a discard out of turn, you take it plus a penalty card from the stock. Most tables limit buys to about 3 per hand. The details are on our Liverpool rummy page.

What are "calling rummy" and "floating"?

These are features, not separate games, and you'll mostly see them added to basic rummy and 500 Rum.

Announce both before the first deal.

Where do canasta and Hand and Foot fit?

Both are partnership games. Big melds drive them. A canasta is a meld of 7 cards, and you need at least 1 to go out. Hand and Foot grew from canasta: each player gets 2 packets, plays out the first, then picks up the second. Both use 2 or more decks plus jokers. See canasta rules and Hand and Foot rules.

Sources: Bicycle published rules for Rummy, Gin Rummy and Canasta; commonly published rule summaries for the other variants. Player counts and deal sizes are the most common published values; regional versions differ and are labeled where we know of them. Last updated 2026-10-10.

Sources

  1. Bicycle published rules: Rummy, Gin Rummy, Canasta
  2. Commonly published rules for the remaining variants (Pagat-style rule summaries); house variations labeled