How to play May I?

What you need

The seven contracts

A set is three cards of the same rank, in any suits. A run is four or more consecutive cards of the same suit. You may not touch the table at all until you have laid down the whole contract in a single turn.

1Two sets6
2One set and one run7
3Two runs8
4Three sets9
5Two sets and one run10
6One set and two runs11
7Three runs, which may be longer than four cards12+

The last round is where May I? is gentlest. Its relatives make round seven a single all-or-nothing turn: the whole hand down at once, no final discard. Here you lay your three runs down like any other contract, keep playing, and still discard. Nothing forces you to finish in one move.

A turn

Draw one card, either the top of the stock or the top of the discard pile, and end your turn by discarding one card. In between you may lay down your contract if it is complete, and lay off onto combinations already on the table.

Laying off — adding a card to a combination on the table, yours or anyone else’s — only opens up after you have laid down your own contract. Until then the table is closed to you no matter how well your hand fits it.

The opening meld may be longer than the contract

This is the rule the game is worth learning for. If round three asks for two runs and you hold a run of six, you lay down all six cards. Where Contract Rummy would make you put down exactly four and hold the other two, May I? lets the whole thing go.

It changes how the round is played rather than just how it is scored: getting rid of more cards in the opening turn means fewer points left in your hand if someone else goes out first, so the safe play is often to open as long as you can rather than to keep a card back for a later lay-off.

Asking "May I?"

When a card you want is discarded out of turn, you ask for it. You take the discard plus one penalty card from the stock, both straight into your hand, and you do not get a turn — play continues with whoever was next in order.

If more than one player wants the same card, priority runs in turn order starting from the player whose turn it is, not from whoever spoke first. That is the opposite of the Finnish house rule, where the shout decides.

There is no cap: you may keep asking as long as you have not laid down your own contract. Once you have melded, buying is over for you — but other players melding does not stop you, which is a real difference from the Finnish game where the first meld closes the buying for everyone.

Whether the same player may take two discards in a row is a table setting. The written sources for May I? do not say, so Sankki allows it by default and lets you turn it off.

Jokers, and why you should not sit on one

A joker stands in for any card, and a laid joker is gone for good. Unlike Contract Rummy, nobody may put the real card in its place and take the joker back — not even the player who laid it, and not in a run. Once it is on the table it stays there as the card it represents.

A joker in your hand at the end of a round costs 25 points, the heaviest card in the game. Together those two rules make the joker a card you want to spend, not save: it is worth five aces in your hand and worth nothing at all once the round is over.

An ace is high or low in a run — A-2-3-4 or J-Q-K-A — but it does not wrap around, so Q-K-A-2 is not a run.

Scoring

The player who goes out scores nothing for that round. Everyone else counts what is still in hand: number cards at face value, jacks, queens and kings 10 each, an ace 15, a joker 25.

The round ends the moment the first player goes out — the others do not play on to empty their hands, they count what they are holding.

After seven rounds the lowest total wins. Rounds are not won or lost individually; a single expensive hand is what actually loses this game.

How it differs from the neighbouring games

Questions people actually ask

Why is it called May I?

Because that is what you say when you want a card that has just been discarded and it is not your turn. Some groups say it out loud even when playing a relative of the game, which is why the phrase gets attached to buying in general.

Can I really lay down more than the contract asks for?

Yes, and that is the defining rule of this variant. The contract is a minimum, not an exact size. In Contract Rummy and in Finnish Shanghai the opening meld must match the contract exactly.

Can I get a joker back off the table?

No. In May I? a tabled joker can never be reclaimed, by anyone, in a set or in a run. Play it as the card the group needs and forget about it.

How many times may I ask for a discard in one round?

As often as you like, as long as you have not laid down your own contract yet. Every ask costs you one penalty card, so an uncapped buy is not a free one.

Do I have to go out all at once in the last round?

No, and that is unusual in this family. Round seven is three runs, they may be longer than four cards, and you still take normal turns with a discard.

Is May I? the same game as Contract Rummy?

The seven contracts are the same. The opening meld, the joker rules, the joker value and the deck count are not, which is why they are separate presets here instead of one version being declared correct.

Play it online

Sankki plays May I? in the browser and on Android, with friends or against bots. Every rule above is a table setting, so if your group asks "May I?" but plays it with two penalty cards and a cap, that version is the one you can set up.

Play now

Preset: May I? — 7 rounds, eleven cards in every deal, opening meld may exceed the contract, no buy cap, joker 25. Change any of it in the same form before the game starts.