Seven Bridge: Rules and How to Play

Seven Bridge is a rummy-style card game for 2-5 players, about 20 minutes. Meld runs and sets, interrupt with pon and chi, and empty your hand first. Play free in your browser, with no account.

Setup

How to play

Winning and scoring

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players2–5 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased on the standard reference rules

Rules supervised by Qdan, Inc. (based on the standard reference rules)

House rules

Defaults follow the standard reference rules. The party can change these.

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
RoundsChoose how many rounds to play.5 roundsYes
JokerJokerThe joker can fill one missing card in a meld that already has at least two real cards (one joker per meld). It never stands in for a seven, and if it is still in your hand when the round ends, your penalty is multiplied by five. It makes melds easier, but holding on to it is costly.Adds one joker. It cannot stand in for a seven, and if it is left in your hand at the end of the round, your penalty is multiplied by five.OffYes
AcesAcesWith both ends, an ace can be used in A-2-3 or Q-K-A (not K-A-2), but an ace left in your hand costs 10 points. With low only, aces fit only in A-2-3, but one left in your hand costs just 1 point.Choose whether aces work at both ends or low only.Both endsYes
Pon and chiPon and chiPon lets anyone holding two or more cards of the same number as a discard skip ahead, take it and meld it. Chi lets only the next player take the last discard instead of drawing, when it completes a run in one suit. Allowing fewer of them makes a calmer game where you build melds from your own draws.Choose which interrupts are allowed.Both allowedYes
First go-around callsFirst go-around callsThe first go-around lasts until each player has discarded once in the round. By default no pon or chi is allowed during it. Turn this on to allow calls from the very first discard, which makes it easier to build melds right after the deal.Allow pon and chi during the first go-around of a round.OffYes
Going outGoing outWith a discard required, you cannot empty your hand by melding or laying off; you must keep one card and discard it to go out. With the other option, you go out as soon as melding, laying off, pon or chi leaves you with no cards, so rounds end sooner.Choose whether a discard is required to go out.Discard requiredYes
Seven doubles scoreSeven doubles scoreSevens are special because even a single seven can be melded, so holding on to them is punished hard. One seven left in hand doubles your penalty, two make it four times, and so on. Turn it off and a seven counts as just 7 points.Each seven left in hand doubles that player's round total.OnYes
Take the discardTake the discardBy default you can only take a discard with pon or chi. Turn this on to take the top discard instead of drawing from the stock on your turn (you need not meld it, but you cannot discard it that turn). It makes it easier to pick up the card you want.Allow drawing the top discard instead of the stock.OffYes

Terms

Meld
Three or more of a rank, or three or more consecutive cards of one suit (a single seven counts).
Lay off
Adding a card from your hand to any meld on the table, once you have a meld of your own.
Pon
Taking a discard out of turn with two matching cards from your hand.
Chi
The next player taking a discard to complete a run in one suit.
Seven exception
A seven can be melded alone, and joins a run with just one more card. Holding one doubles your score.

FAQ

Why are sevens special?

A seven can be melded alone, and joins a run with just one more card. It's worth melding early: a seven left in your hand doubles your round score.

What if pon and chi both apply?

Pon wins. Even if the next player could chi, a pon call from anyone takes priority.

Can I pon or chi on the first go-around?

No. Calls are disabled until every seat has discarded once in that round.

What happens when the stock runs out?

The discard pile, minus its top card, is reshuffled into a new stock once. If it runs out again, the round ends with no scores.

How is scoring worked out?

Whoever goes out scores zero for the round. Everyone else adds up the cards left in hand (aces and face cards count ten, others at face value), and each seven still held doubles that total.

How is this different from Rummy and Gin Rummy?

Seven Bridge is a Japanese rummy where a seven can be melded alone and anyone can grab a discard with pon or chi. Rummy (2-6 players) has neither: you draw from the stock or the discard pile on your own turn and meld. Gin Rummy (two players) keeps melds in hand and ends with a knock.

Does this differ from other rule sets?

Yes. BGJ lets aces sit at either end by default (a low-only option is available), scores sevens by doubling rather than a fixed point value, and plays a fixed number of rounds (five by default) instead of racing to a target score.

What does adding a joker change?

A setting lets you add one joker. It can stand in for any card except a seven, and a meld still needs at least two real cards. A discarded joker cannot be taken with pon or chi.

Play now with these rules

Last updated 2026-09-23 · Run by Qdan, Inc.