Seven Bridge (Japanese Rummy)

Collect three of a kind or runs in one suit, put them on the table and be the first to empty your hand. A 7 can be melded on its own, and you can grab the card you need from the discards with “pon” and “chi”.

Choose your settings and press Start

Players (you + CPU)
CPU level
Number of games
Rules

Fine-tune the rules
Joker
An ace left in your hand counts
A 7 left in your hand
Going out all at once (without having melded before)
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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. Added the English version.
  3. First published.

How to play Seven Bridge

Seven Bridge is a rummy-style card game that has been popular in Japan for decades. Everyone starts with seven cards. You draw, you discard, and whenever you hold a group of matching cards you lay it on the table as a meld. The first player to get rid of every card “goes out”, and everyone else scores penalty points for the cards still in their hand. As the name suggests, the 7 is special: a single 7 counts as a meld on its own.

What makes Seven Bridge different from Western rummy is that you can grab a card someone else has just thrown away by calling “pon” or “chi”, two words borrowed from mahjong. You do not need to know mahjong to play; if you know the ranks and suits of a standard deck, you are ready. In this online version you play against one, two or three computer opponents.

Reading the table

The Seven Bridge table. Three opponents sit at the top with their card counts, the stock and discard pile are on the left, each player’s melds are on the right in their own row, and your seven cards are at the bottom with the meldable 4, 5 and 6 of spades glowing
Stock and discards on the left, melds on the table on the right, your hand at the bottom.

Each player is dealt seven cards and the rest form the stock. Play starts with the player to the dealer’s left and moves clockwise. Every meld on the table sits in its owner’s row, so you can always see who has put down what.

Seven Bridge melds: sets, runs and the lone 7

Examples of melds. Three of a rank (5 of spades, hearts and diamonds), a run in one suit (8, 9, 10 and jack of clubs), a single 7, a two-card run that includes a 7 (6 and 7 of hearts) and Q-K-A are valid. K-A-2 and a pair of 4s are not
Three cards of the same rank, or three in a row in one suit. The 7 bends the rules.

What to do on your turn

The four steps of a turn: 1 draw a card from the stock, 2 meld if you can, 3 lay off cards on melds on the table (the queen of hearts added to the 9, 10 and jack of hearts), 4 discard one card
Draw, meld, lay off, then discard one card.

Start your turn by drawing one card from the stock. If you have a meld in your hand, you may put it down, although you are allowed to keep it for later. Next you may lay off cards on melds that are already on the table. Finally you discard one card to end your turn. You always discard exactly one card, and you go out at the moment you discard your last card.

Laying off

Laying off. CPU1’s run of 4, 5 and 6 of clubs can take the 3 or the 7 of clubs at either end. A single 7 becomes a run when you add the 6 or 8 of its suit, or a set when you add another 7. You can lay off only after melding once yourself
You can add to anyone’s meld, but only after you have melded at least once.

Laying off means adding single cards from your hand to a meld on the table. Add a matching rank to a set, or the next card at either end of a run. You can lay off on other players’ melds too, but only once you have put down a meld of your own. A lone 7 turns into a run if you add the 6 or 8 of the same suit, or into a set if you add another 7.

Pon and chi: claiming a discard

Pon and chi. Pon: someone discards the 9 of diamonds and you hold two 9s, so you take it and meld three 9s. Chi: the player before you discards the 5 of hearts and you hold the 4 and 6 of hearts, so you take it and meld a run. Pon beats chi
A claimed card goes straight into a meld on the table.

After a pon or chi you continue as on a normal turn: meld or lay off if you like, then discard one card. Nobody may claim a card during the first round, before they have had their first turn. If a pon and a chi are possible on the same card, the pon wins. In this game the Pon button waits for you, with no time limit.

Going out and Seven Bridge scoring

Scoring examples. King of clubs, ace of spades and 4 of hearts left: 10 + 10 + 4 = 24 points. 7 of diamonds and 3 of spades left: the 7 doubles the total, so (7 + 3) × 2 = 20 points. Only the 2 of hearts left: 2 points
A 7 left in your hand doubles your penalty, so meld it early.

When someone goes out, every other player adds up the cards left in hand as penalty points. Aces and face cards count 10 and the other cards count their number. Each 7 still in your hand doubles your penalty. If a player goes out in one turn without having melded anything before, which many rummy players call going rummy, everyone else’s penalty is doubled. You play several games and the lowest total penalty wins the match.

Playing with a joker

The joker stands in for the 5 of hearts between the 4 and 6 of hearts, or for a 9 in a set of 9s. It can only be used inside a meld of three or more, and left in your hand it multiplies your penalty by 5
The joker is handy, but getting stuck with it is expensive.

With the With joker rules, one joker is added to the deck. It can stand in for any card inside a meld of three or more cards. Once a joker is on the table it cannot be swapped out. If you are caught with it when someone else goes out, the joker counts 20 points and your whole penalty is multiplied by 5.

Seven Bridge rules and variations

Seven Bridge has no single official rulebook, and the scoring for aces, 7s and jokers changes from family to family. This game offers four common rule sets plus a custom option.

Rule setWhat changes
StandardNo joker. Q-K-A is a run. An ace left in hand counts 10. Each 7 left in hand doubles your penalty. Going out all at once doubles everyone else’s penalty.
With jokerStandard plus one joker. A joker left in hand counts 20 and multiplies your penalty by 5.
SimpleLike Standard, but 7s count just 7 points and there is no bonus for going out at once.
Ace lowThe ace only goes below the 2 and counts 1 point. No Q-K-A. A 7 left in hand counts 20.

In Custom you can also make an ace worth 15, give the player who goes out all at once −50 instead of doubling the others, let players go out without a final discard, or allow pon and chi from the very first round. Pick whatever matches the way you play at home.

Seven Bridge strategy tips

1. Put your 7s down right away

A 7 can be melded on its own, and a 7 stuck in your hand doubles your penalty. Meld it as soon as you can. Once it is on the table, it also becomes a place to lay off 6s, 8s and other 7s.

2. Get rid of high cards first

Aces and face cards cost 10 points each. If one of them is unlikely to become part of a meld, discard it early so that your penalty stays small if an opponent goes out before you.

3. Make your first meld quickly

You cannot lay off until you have melded once. As soon as your first meld is down, every meld on the table becomes a place to unload cards, and your hand can shrink very fast.

4. Use pon and chi

A pon or chi removes three cards from your hand in a single turn: two go into the meld and one is discarded. When the card you need is thrown away, grab it.

5. Watch what your opponents collect

If an opponent seems to be collecting a rank or a run, do not feed them that card. The next player can also chi your discard, so remember which suits they have melded or picked up.

6. Hurry when someone is close to going out

When an opponent is down to one or two cards, they may go out on their next turn. Meld whatever you can and throw away high cards first to limit the damage.

Seven Bridge FAQ

Is Seven Bridge related to contract bridge?

No. Contract bridge is a trick-taking game for four players in two partnerships and has nothing in common with Seven Bridge. Seven Bridge belongs to the rummy family: you collect matching cards and lay them down.

Do I have to discard a card when I go out?

In most versions, yes. You go out by discarding your last card, so you cannot empty your hand just by melding and laying off. In Custom you can turn this off.

Can I pon when it is not my turn?

Yes. Whoever discarded the card, if you hold two of the same rank you can pon before the next player draws, and play continues from you. Chi is only possible on the discard of the player right before you, at the start of your own turn.

Can I lay off on another player’s meld?

Yes, as long as you have melded at least once yourself. Adding to someone else’s meld gives them no advantage, so use every chance to shrink your hand.

Which CPU level should I choose?

Easy is a relaxed opponent that only claims discards on its own turn. Normal makes good use of pon, chi and laying off. Hard watches the cards on the table closely and keeps the cards that are most likely to connect. The deal plays a big part, so you can still beat the Hard computer.

Can I stop and continue later?

Yes. If you close the page in the middle of a match, press Continue the next time you open it. The save is kept only in this browser on this device.

What is Seven Bridge?

Seven Bridge (セブンブリッジ, sebun burijji) is a card game that spread in Japan as part of the worldwide rummy family. Because it uses the mahjong words pon and chi, it is often described as a cousin of mahjong, and some people call it “mahjong bridge” or “seven rummy”. It has long appeared in the rule leaflets that come with playing cards in Japan, and the way aces, 7s and the joker are scored still varies a lot from one household to the next.