Object of the game To
be the first player to place all the tiles from your rack onto the table.
Set up Select the room in which you
wish to play and find an empty seat. You will notice a countdown at the bottom of
the screen notifying you when the next game will begin. Once a game begins, the
system will issue each player with a tile – the person with the highest numbered
tile begins. The system will then issue each player with their 14 tiles; the remaining
tiles become the 'pool'. The player can sort their tiles on their rack by colour
or number– that is, into sets of "groups" (colour) or "runs" (numbers).
Sets A "group" is a set of three or
four tiles of the same number, but each in a different colour.
A "run" is a set of three or more consecutive numbers which are of the same colour.
Note: The number 1 can only be played as the lowest number and cannot follow number
13.
Playing the game Players
make sets and lay them on the table – this is called a 'meld'. The first set must
add up to at least 30 points (Add up the tile values) – this is called the "initial
meld". If unable to make an initial meld, or a player chooses to delay, they must
click the 'get tile' button and pick up and additional tile from the pool. This
concludes the players turn. Each player must lay down an initial meld, one cannot
manipulate (add or take tiles away from an existing set) a set before laying down
an initial meld. Players have a time limit of 60, 90, 120 seconds (as decided by
room owner) per turn. If a player hasn’t completed their move before their time
is up, they must replace all tiles to their previous position and pick up three
tiles from the pool as a penalty.
Manipulation Manipulating is
the most exciting part of the Rummikub game as players try to lay down as many tiles
as possible by rearranging or adding to existing sets. Below are examples of how
sets can be manipulated. Note: After a round of manipulations – all sets must be
'legal' and there should be no loose tiles let on the table. Examples of manipulations
(this should be graphic)
1. Adding tiles to an existing set:
2. Removing a fourth tile from a set and using it in a new one:
3. Adding a fourth tile to a set, removing another tile from that same set to create
a new set.
4. Splitting a run
5. Combined split
6. Multiple split
The Joker A joker can be retrieved
from a set on the table by any player who can replace it with another tile of the
same numerical and colour value it represents. The tile used to replace the joker
can from the table or from the players rack. In the case of a group of three – the
joker can represent either of the missing colours (there are four colours in the
game). Once a player replaces a joker, they must use it in the same turn as part
of a set. Sets containing jokers can be split and manipulated like regular sets.
Notes: A joker cannot be retrieved before a player has laid down their initial meld.
If a joker remains on a players rack at the end of the game, its penalty value is
30 points.
The Winner The winner is the first
person who empties their rack of tiles. The system will then calculate the score
of each player.
Points and Scoring After
a player has cleared their rack and a winner has been declared, the system will
calculate the scores of the remaining players. The score is calculated as a negative
number as the aim of the game is to have less tiles which adds up to a smaller score.
The Winner receives the sum total of all of the players point – as a positive number.
These scores are then used by the system in the calculation of the players rank.
Strategy and tips It's
a good idea to hold onto some of your tiles and let others lay down their sets so
that you may have more opportunities for manipulations It is sometimes useful to
hold onto the fourth tile of a group or run so that in the next round you can lay
a tile instead of drawing from the pool Choose when to use your joker, hold onto
it for a time of need. But remember you don’t want to get caught out with it on
your rack while another player completes their play