πŸͺœ Ladder Rummy

Ten contracts, each one harder than the last, on a deck numbered 1 to 12 in four colours. Runs ignore colour entirely β€” that is the whole trick.

βš™οΈ Settings
Round ends
Cards that play

Wild card lay-offs

Stuck on a contract

Skip cards ⊘

A skip hits

If you do not go down

🎯 The idea

Ten contracts. Each one names what you must lay down before you can start getting rid of cards. Finish all ten first and you win. Miss a contract and you play it again while everyone else moves on β€” though after three misses the game moves you along anyway.

πŸ“‹ The ten contracts

A set is cards with the same number. A run is numbers in order, any colours. A colour group is cards that share a colour, any numbers.

🌈 Runs ignore colour β€” and that is the difference

This catches people who have played our Aggravation, where a run must be all one suit. Here a run is just numbers in order: 4● 5β–  6β–² 7β—† is a perfectly good run of four.

Colour matters in exactly one place: the 7 of one colour contract. Nowhere else.

πŸƒ The deck

Two packs numbered 1 to 12 in four colours, plus eight wilds β€” 104 cards. There are no aces, no face cards and no jacks; 1 is simply the lowest number and 12 the highest. A run does not wrap around from 12 back to 1.

Each colour has its own shape too β€” red ●, blue β– , green β–², yellow β—† β€” so you never have to tell them apart by colour alone.

πŸ“– What the words mean

Contract
What this round requires you to lay down. It is your contract until you make it.
Meld
One group of cards β€” a single set, run or colour group.
Set
Three or more cards with the same number. Colour irrelevant.
Run
Three or more numbers in order. Colour irrelevant. No wrapping from 12 to 1.
Colour group
Three or more cards sharing a colour. Numbers irrelevant.
Wild
A β˜… card, standing in for anything. A meld may never hold more wilds than real cards.
Going down
Laying your contract face up. You lay exactly the contract β€” no extras.
Laying off
Once you are down, adding spare cards to anybody’s melds. This is how you empty your hand.
Buried
A discard somebody covered up. Buried cards can never be taken again.

πŸƒ Your turn

1. Draw β€” the face-down pile, or the discard if it is not buried.
2. Go down if your hand makes this contract.
3. Lay off spare cards onto any melds on the table, once you are down.
4. Discard one card. Always β€” even the turn you go out.

There is no stealing in this game and no swap round. The discard pile is yours only on your own turn.

πŸ“₯ Going down β€” you pick the cards

Tap πŸ“₯ Go down… and empty frames appear above your hand, one for each meld this contract needs. Tap a card to put it in; tap it again to take it back. A frame goes green βœ“ when it holds a real meld, and βœ… Lay it down starts flashing when all of them do.

This matters more than it sounds. Going down commits six to nine cards at once, and every card left in your hand counts against you at the end of the contract β€” so which cards you lay, and whether you spend a wild or keep it back for a lay-off, is your decision to make.

In a hurry? ✨ Fill for me fills the frames in for you. It only fills them β€” nothing is laid down until you say so, and you can move any card first.

β‡… Sorting your hand

The button next to the contract number switches your hand between by number and by colour. It is worth changing between contracts: 2 sets of 3 is easiest to see sorted by number, and 7 of one colour is easiest to see sorted by colour.

Remember that runs here ignore colour β€” a run of 4 can be red, blue, green and yellow β€” so sorting by number is usually the one that shows you a run.

Sorting only changes how the cards are arranged on screen. It never changes your hand, and it will not disturb cards you have already put in a frame. Wilds always sit at the left-hand end.

πŸ† Scoring

When a round ends, count what is left in your hand: numbers 1–9 score 5, numbers 10–12 score 10, wilds score 25.

Points add up across all ten contracts and low is good. First to finish contract 10 wins; if two finish together, the lower total takes it.

πŸ™‚ Levels

🌱 Sprout: one opponent who plays straight down the line.
🧭 Scout: two opponents who take useful discards and lay off.
πŸ† Ace: three opponents who hoard wilds and work every contract.

A level changes how well they play, never what they can see.

πŸ€ Stuck on a contract

Off by default. Turn it on in βš™οΈ Settings and anyone who has missed the same contract twice or more is dealt a fairer chance at it next round β€” you or an opponent, whoever is behind.

It swaps at most three cards out of that player's hand at the deal, before anybody has seen anything, and the cards it takes out go straight back into the pile. Nothing changes during the round, and you still have to make the contract β€” it removes the bad luck, not the challenge.

When it is on, the contract line at the top of the table carries a πŸ€. Measured over 1,600 seats: the longest anybody stayed stuck fell from 10 rounds to 7, and being stuck four rounds or more became 56% rarer.

πŸ“š Where these rules come from

Ladder Rummy is our own arrangement of Contract Rummy β€” the same public-domain 1930s family as our Aggravation β€” dealt on a purpose-built numbered deck. There is no outside rule book to appeal to.

Choices we made, and measured:
β€’ The longest run is 8, not 9. We simulated it: with 12 numbers and a 10-card hand, a run of nine leaves almost no slack, and one game in 120 ran 807 rounds with a player still stuck on it.
β€’ Three misses and you move on. Pure repeat-until-you-make-it does not reliably finish. Our Aggravation keeps the pure rule because it has bigger hands; this one does not.
β€’ No stealing and no swap round, both of which Aggravation has.

πŸ“œ The rules

πŸ–¨οΈ A card for the table

Print the rules on one sheet, fold it into a card and keep it in the deck box. One side, no scissors. Open the printable rules card

πŸ”Ž What everything means