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Absolute Frustration Rummy
Absolute Frustration Rummy
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Each player gets a hand of cards, and the goal is to complete a series of preset “phases” (think runs, sets, or combos like three-of-a-kind plus a straight)
Everyone starts on Phase 1, and you must complete your current phase before moving on — no skipping ahead, no matter how good your hand looks. On your turn, draw a card (from the deck or discard pile), try to lay down your phase, Once you’ve laid down your phase, you can start “hitting” by adding cards to anyone’s completed sets or runs to shed your hand faster. At the end of your turn, place a card on the discard pile
Each round ends when someone goes out by playing their last card. HOWEVER, this is where the rules differ from plain old Frustration Rummy. In Absolute Frustration Rummy, You do not require a discard to play out. In fact, there are a few rounds where you will need ALL of your cards to complete the Phase!
If you don’t finish your phase before the round ends… welp — welcome back to the same phase next round (hence the frustration). Jokers and wild cards can help you out, but don’t get too comfy — everyone’s one lucky draw away from wrecking your master plan
First player to finish all phases in order wins the ultimate bragging rights

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