Rules for Remi
Remi is a card game for 3-5 players. A round typically takes 45-60 minutes, and the recommended age is 10+.
Rules for the card game Remi: Collect sets and runs over 7 rounds with progressive contracts. Lowest total score wins this rummy variant. Remi is also known as Liverpool Rummy, United or Contract Rummy.
About the Game
Remi is a card game in the Rummy family, played over seven rounds with progressive contracts. Also known as Liverpool Rummy or United, it blends strategy, tactics, and a bit of luck. It works well with 3–5 players (best with 3–4) and typically takes 45–90 minutes.
The goal is to collect specific combinations of cards in each round, both sets (three or more cards of the same rank) and runs (four or more cards in sequence). The player with the fewest points after all seven rounds wins.

Setup
To play Remi:
- Cards: Two complete decks (104 cards) plus nine jokers, for 113 cards in total
- Players: 3–5 people (4 is the sweet spot)
- Score sheet: To keep track of points
The game consists of seven rounds with different contracts. In the first six rounds, 10 cards are dealt to each player. In the seventh round, 11 cards are dealt. The dealer position rotates clockwise.
Card Values
Cards have the following point values when counting remaining cards in hand:
- Jokers: 50 points (can replace any card)
- Aces: 20 points (can be used as both 1 and 14)
- Face cards (K-Q-J): 10 points each
- Number cards (2–10): Face value (2 = 2 points, 10 = 10 points)
Jokers are wildcards and can be used in both sets and runs, but there must always be at least as many natural cards as jokers in a combination.
Contracts for Each Round
Each round has its own contract that must be fulfilled before you can lay down:
- Round 1 (3-3): Two sets
- Round 2 (3-4): One set and one run
- Round 3 (4-4): Two runs
- Round 4 (3-3-3): Three sets
- Round 5 (3-3-4): Two sets and one run
- Round 6 (3-4-4): One set and two runs
- Round 7 (4-4-4): Three runs (must go out with all cards)
Set: At least 3 cards of the same rank (e.g., 7♠️ 7♦️ 7♣️)
Run: At least 4 cards in sequence of the same suit (e.g., 5♥️ 6♥️ 7♥️ 8♥️)
Gameplay
After cards are dealt, the remaining deck is placed face down in the center. The top card is turned face up next to it to start the discard pile.
Your turn consists of:
- Draw a card: Take either the top card from the deck or the discard pile
- Lay down: If you've met the round's contract, you can lay down your combinations
- Build: If you've already laid down, you can add cards to your own or others' combinations
- Discard: Always discard one card to the discard pile to end your turn
Play continues clockwise until one player goes out by getting rid of all their cards.
Buying Cards
Between turns, any player may buy the card that was just discarded. Here is how it works:
- When a player discards, the next player in turn order has first right to take it normally as part of their draw. If that player does not want it, other players may buy it.
- To buy, a player calls out "buy" or "mine." If several players want the card, the one closest clockwise to the discarder has priority.
- The buyer takes the discarded card plus one extra card from the top of the deck as a penalty. Both cards go into the buyer's hand.
- The buyer cannot lay down combinations or discard until their own turn comes around.
Buying gives you tactical options but increases the number of cards in hand, which is a risk if the round ends before they can be played.
Special Rules
Joker rules:
- Maximum one joker in a 3-card set
- Never more jokers than natural cards in a combination
- You can replace a joker if you have the card it represents
- Jokers cannot be replaced once they are in a set
Ace rules:
- Aces can be both high (after King) and low (before 2)
- Legal runs: A-2-3-4 or J-Q-K-A
- Illegal: K-A-2-3 (cannot wrap around)
Final round: In round 7, all 11 cards must be played at once. No cards may be left over.
Scoring
When a player goes out, all other players count the points for cards remaining in their hands:
- Jokers = 50 points
- Aces = 20 points
- Face cards = 10 points
- Number cards = face value
Points are recorded and totaled across all seven rounds. The player with the lowest total score wins.
Bonus rule: If a player cuts exactly the right number of cards before dealing (leaving one card as the upcard), that player gets -50 points.
Tips and Strategy
Some tips for doing well in Remi:
- Watch opponents: Pay attention to what they buy and discard
- Dump high cards early: Get rid of jokers and aces as soon as you can
- Be careful with buys: Each buy adds two cards to your hand
- Block others: Hold cards you think others need
- Plan ahead: Think about the next round's contract
- Round 7: Remember that you must go out all at once
- Use jokers wisely: Save them for difficult combinations
Variations
Some popular variations of Remi:
- Fewer jokers: Some play with only 4–6 jokers total
- Different contracts: The order of rounds can vary
- 12 cards: Some deal 12 cards instead of 10
- "Liverpool" rule: If you discard a card that could have been played, others can call "Liverpool!" and force you to take it back plus a penalty card
- Deuces wild: All twos function as jokers
Similar games
Rummy
Classic card game where you collect groups and sequences. Get rid of your cards first and collect points.
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Swap cards to score as low as possible over 9 holes. Play the 4-card or 6-card variant.
500 (alias Five Hundred or 500 Rummy)
Collect combinations of cards to reach 500 points. Lay down groups and sequences to get rid of your cards.
