Rummikub rules
Objective
The goal is to be the first player to empty their rack by forming valid sets of tiles.
Tiles
- 104 numbered tiles (1–13) in four colors (red, blue, black, and orange), each appearing twice.
- 2 Joker tiles (wild tiles).
Setup
Each player draws 14 tiles and places them on their rack, hidden from other players. The remaining tiles form the tile pool.
Groups and runs
- Group: A group of three or four tiles of the same number but in different colors (no duplicates).
- Run: A sequence of three or more consecutive numbers in the same color.
Joker tiles can substitute for any tile in a group or run.
Initial meld
Each player’s first move must include one or more valid groups or runs with a total value of at least 30 points. The points are calculated as the sum of tile face values, with Jokers assuming the value of the tile they represent.
Players who cannot make an initial meld draw one tile and forfeit their turn.
Regular turns
On each turn, a player can place tiles on the table by:
- Making new groups or runs.
- Adding tiles to existing groups or runs.
- Manipulating existing tiles on the table to form new groups or runs. Note that at the end of a turn, all tiles on the table must be used in a valid group or run.
If not willing to play a tile (or unable to play a tile), a player can also draw a tile from the tile pool.
Winning
The game ends when a player plays all tiles from their rack.
The winner scores the sum of all opponents’ tiles left on their racks. Each opponent subtracts the value of their own remaining tiles.