Frustration Rummy Game Rules & How to Play

These rules aren't set in stone - mix it up, throw in some booze or other fun substances, tweak the rules, go with the flow, whatever floats your boat!
OBJECT
Be the first to complete all 14 contracts as listed on the board, in order.
SET UP
2 Decks of Cards including Jokers • Deal 13 Cards to each player • Place the rest of the deck in the center of the table to make a draw deck and flip one card over to form a discard pile.
Jokers and 2’s are wild cards • Aces ARE high or low for runs.

RULES
  • Player may only complete one contract per round.
  • Each player may either draw the top card of the deck or the top card of the discard pile.
  • If the deck runs out reshuffle the discard pile except for the top card to make a new draw deck.
  • If a player has all the cards to complete a contract, they may lay them down on their turn.
  • You may never have more wild cards then natural cards in a contract set or run.
    • Exception: a set of all 2s or all Jokers may be laid down as a set.
  • Runs must all be of the same suit.
  • When you have completed all your moves you must discard a card.

Ending a Round:
A Round ends when one player goes out: They have completed their contract and laid down all their cards and have one left for a final discard.
After a player has completed their contract they may add to an existing run of their own or of an opponent that has already completed their contract.
Player may add wild cards to any sets or runs if it does not break the rule of more wild cards to natural cards for the run or set.
Once a player has gone out the round ends. Any players that have met their contract move on to the next contract. Any players that have not met their contract remain on their current contract.