Each deal demands a harder combination than the one before.
Rummy where each deal demands a specific, harder combination than the one before. Also sold as Progressive rummy and, with small changes, as Liverpool rummy.
Two 52-card decks with jokers for four or fewer players, three decks for more. Jokers and twos are usually wild.
Each deal has a contract you must lay down complete, in one turn, before you may meld anything else:
Two sets of three. One set of three and one run of four. Two runs of four. Three sets of three. Two sets of three and one run of four. One set of three and two runs of four. Three runs of four, and go out in the same turn with no discard.
Hand sizes grow with the contract — ten cards for the first four deals, twelve for the rest.
Draw the top of the stock, or the top discard. If you do not want the discard, the next player may buy it — taking it along with a penalty card from the stock. This is the mechanic that keeps everyone in the hand.
Once you have laid your contract down you may lay off onto any melds on the table, and you discard to end each turn.
At the end of each deal, players score penalty points for the cards left in hand: court cards 10, aces 15, wild cards 20, and number cards face value.
Lowest total after the seventh deal wins.