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Everything you need to confidently play Rummikub like a pro
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Rummikub is a rummy-like game that you play with tiles instead of cards. The game consists of tiles in 4 colors. Each color has 2 sets of tiles from 1-13, so it's similar to playing with 2 decks of cards. You also have 2 joker tiles. To win the game, play all your tiles before anyone else does by making sets of groups and runs.

Part 1
Part 1 of 4:

Setting up the Game

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  1. Have every player choose tile. The person with the highest tile goes first. If there's a tie for first place, those players can draw again. [1]
  2. Turn the tiles over so they're all face-down, and then use your hands to stir them up. This process randomizes the tiles, like shuffling cards.
    • You can also mix them in the tile bag if your game has one.
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  3. Make the stacks as small or as tall as you want, though keep in mind that stacks that are too tall will fall over. Place the stacks in the middle of the table where everyone can reach them.
    • If your game has a tile bag, you can leave them in that instead of stacking them on the table. You just need a common pool of tiles to draw from.
  4. The tile rack is where the player keeps their tiles. Begin with 14 tiles apiece, randomly selected from the tile bag or the stacks on the table. [2]
  5. The colors in Rummikub are orange, red, blue, and black. They act like card suits. You need matching colors to make certain sets, such as a run of consecutive numbers, and different colors to make other sets, such as a group of the same number.
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Part 2
Part 2 of 4:

Starting the Game

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  1. Create a set using tiles with the same numbers on them, which is called a "group." For instance, you might have 3 8s. The tiles must all be different colors, such as blue, black, and red. You can't play a group with a blue 8, a blue 8, and a black 8, for instance.
  2. A run is 3 consecutive numbers in a row, such as "7, 8, 9." When you make a run, all the tiles must be the same color, such as blue or black.
    • You cannot continue a run from 13 to 1. For instance, you can't play "13, 1, 2." [3]
  3. On your turn, you can draw a tile or play tiles. To play tiles, lay down a run or a group from your hand or play off other tiles on the table. However, you can only play tiles after you've made your initial meld. [4]
    • To play, just lay the tiles down on the table in front of you. Once they're there, anyone can move them around and play off of them.
  4. The initial meld is the first time you lay down tiles on the board. You must have at least 30 points across one or multiple sets to make your initial meld. You can make groups, runs, or both for your initial meld.
    • You can't play off other sets on the board for your initial meld.
    • You receive points based on the number on the tile. The color doesn't affect the number, so a blue 11 is worth the same amount of points as an orange 11. A joker is worth the number of points on the tile it's replacing.
  5. The game has a time limit for each turn, as people can get caught up in manipulating the board. If you don't complete your turn in this time, you must return the tiles to their original positions, and take a tile from the pool for your turn. [5]
  6. There are 2 jokers in the deck, and you can play it in place of any other tile. For instance, it can be a red 6 or a blue 13. You get to decide. [6]
    • Be sure to use your joker because if you get caught with it in your hand at the end of the game, it counts for 30 points against you.
  7. You can't play if you are not ready to make your initial meld or if you can't join a hand on the table after your initial meld. In that case, pick up a new tile from the pool in place of your turn.
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Part 3
Part 3 of 4:

Playing off Tiles on the Table

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  1. When you're changing sets on the board, you must take at least one tile from your hand to make the manipulation.
  2. The easiest way to play off a set on the table is to simply build off of it. You can add tiles to runs or groups, as long as you follow the basic rules of these sets.
    • For instance, if there's a run of "3, 4, 5" in blue, you can add a blue 2, a blue 1 and 2, a blue 6, a blue 6 and 7, a blue 2 and 6, etc. to continue the set.
    • If there's a group of a red 6, blue 6, and black 6, you can add an orange 6. However, you couldn't add a blue, black, or red 6 unless you manipulate the set by taking a tile to build another set.
  3. If you see a tile on the table that you could use to build another set, you can take that tile, as long as you don't leave the old set incomplete. Then, play it with the tiles you have on your rack. [7]
    • For example, if there's a set on the table that's a run of "5, 6, 7, 8" in red, and you need the red 8 to complete a set of 3 8s, you can take it. However, you couldn't take the 6 or 7, because that would leave the set incomplete.
  4. Another way you can manipulate sets is to make the set larger so that you can split it. Then, you can take a tile from the set to make another set.
    • For example, if there's a run of "6, 7, 8" in blue, you can add a blue 5 to the run. Then, you can take the blue 8 to add to a red 8 and a black 8 to make another set.
  5. If you need to use up a tile that's already on the board in the middle of a run, split the run in half as long as it makes 2 complete sets of 3. [8]
    • For example, if the run on the board is "8, 9, 10, 11, 12" in blue, and you have a blue 10, you can make the runs "8, 9, 10" and "10, 11, 12" instead.
  6. You can manipulate the sets on the board any way you like, as long as you end up with complete sets at the end of your turn. [9]
    • For example, say the board has "1, 2, 3, 4" in blue, "2, 3, 4" in red, and "2, 3, 4, 5" in orange. You can make a group of 2s, a group of 3s, a group of 4s, a run of "1, 2, 3" in blue (with tiles from your hand) and a group of 5s (with more tiles from your hand).
  7. While you can add tiles to a joker set, you can't remove them while the joker is still in the set. However, you can replace the joker with the appropriate tile, and then use the joker in another set. [10]
    • Rules from different versions vary on how you can reuse the joker. In some games, you may be able to pick up the joker only if you can use 2 tiles from you hand to form a new set with the joker.
    • In other versions, you can split or manipulate a set with a joker. Check your game rules, or decide on a rule for your group. [11]
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Part 4
Part 4 of 4:

Ending and Scoring the Game

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  1. The game ends when any one person runs out of tiles. It's good to be the first one out, as you'll get a better score than other players.
  2. Any tiles left on a players' rack contribute negatively to their score. Keep track of these numbers if you're playing multiple rounds of Rummikub. [12]
    • For instance, if a player has the tiles 3, 5, 9, and 13 left, their negative score will be 30.
    • Remember, a joker counts for 30 negative points.
  3. Combine the negative scores of all the players. Take the negative away to create the winning player's positive score. [13]
    • For example, if the other players got -30, -14, and -22, add those scores up to get -66. The winning player gets a positive score of 66.
  4. Typically, you'll play more than one round of Rummikub. How many rounds you play is up to you, but you can keep track of scores across rounds to declare an ultimate winner for the game. [14]
    • The player with the most points wins the game.
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Community Q&A

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  • Question
    Can 3 people play Rummikub?
    Tom De Backer
    Top Answerer
    Yes, the game is designed for 2 to 4 players. I've played it with six, too, but I admit that was a bit squeezed.
  • Question
    If you have a tile play, do I have to use it?
    Tom De Backer
    Top Answerer
    If you pick up a tile that's already in a run on the table, a so-called harvested tile, then you must play that harvested tile in that same turn. Your initial 'meld' must be at least 30 points, so for your first move you're not allowed to play any tiles unless their total is 30 or more. If you are able to play tiles, you are allowed to choose to wait, i.e. you're not obligated to play the tiles you can play, but you'd have to take a tile from the pile and risk one of the others winning.
  • Question
    How do you set up a game of Rummikub?
    Drew Hawkins1
    Community Answer
    Setting up a game of Rummikub isn't as tricky as you may think. Start by having each player choose a tile from the bag. The person with the highest tile goes first. If there's a tie for first place, those players can draw again. Empty the bag of tiles and turn them over so they're all face-down. Then, use your hands to stir them up so they're in random order. Make the stacks as small or as tall as you want, though keep in mind that stacks that are too tall will fall over. Place the stacks in the middle of the table where everyone can reach them. Give every player a tile rack and 14 tiles to begin with. They can be randomly selected from the tile bag or the stacks on the table. Once everyone has their tiles, you're ready to begin the game!
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      Tips

      • Get rid of big numbers first so you're not stuck with those points at the end. If you get a joker, use it to help you play the bigger numbers more quickly.
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      About This Article

      Article Summary X

      Rummikub is a rummy-like game that you play with tiles instead of cards. The game consists of tiles in 4 colors. Each color has 2 sets of tiles from 1-13 in orange, red, blue, and black as well as 2 joker tiles. To set up the game, start by choosing a tile from the bag to see who goes first. The person who draws the highest tile goes first. Flip all the tiles face down and then mix them around. Then stack the tiles in groups of 3 to 5 tiles in the middle of the table. Give each player a tile rack and 14 tiles. To play the game, try to find 3 tiles of the same number in different colors on your rack. All 3 tiles must be the same number but different colors. You can also find runs of 3 in the same color - a run is 3 consecutive numbers in a row like 5, 6, 7. You cannot play a run from 13 to 1 - for example, 13, 1, 2 is an invalid run. Your turn consists of drawing a tile or playing tiles. You can old play tiles after you've made your initial meld. Your initial meld begins when you lay your first set on the table in front of you and must consist of at least 30 points across 1 or multiple sets. Points are calculated by the numbers indicated on the tile. You must complete your turn within 2 minutes. If you exceed the 2 minute timer, you must return your tiles to their original positions and take a tile from the pool for your turn. Jokers replace any tile in the game and can be played as any tile in the game. If you cannot make a valid move, take a tile at the start of your turn. To play off tiles on the table, you must use at least 1 tile from your rack to manipulate the table. The easiest way to play off a set on the table is to build off of it. For example, if there is a run of 3, 4, 5 in blue you can add a blue 2, and a blue 6 to continue the set. You can also manipulate the table by taking a tile from a set of 4 to build a new set. Remember that you cannot take a tile from a set of 3 or else it would leave the set incomplete. Once you use all your tiles, you say "Rummikub!" After Rummikub is called, count up each players' remaining tiles for their score. A joker counts for 30 negative points. Add up all the other players' scores to get the winning player's score. Take the negative away to create the winning player's positive score. Play multiple rounds to decide on an ultimate winner for the game. For more tips, including how to end and score a game of Rummikub, read on!

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        Dec 30, 2019

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