Game Rules

Object of the game To be the first player to place all the tiles from your rack onto the table.

Basic Rules     Sets
Groups - at least three of the same figure tile, in different colors.

Runs - at least three consecutive numbers of the same color.
    Initial Meld
The first set you lay down. Tiles must add up to 30 or more. You may not manipulate in your initial meld.
    Timing
Turns can be 30, 45, 60, 120 seconds.
    The Joker
Use the joker instead of any other tile to create a set.
 

Setup 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 30, 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 left on the table.
Examples of manipulations.

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 come 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.

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