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Rumikub About this product VideoWorld Rummikub Championships
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Explore this Article parts. Tips and Warnings. Related Articles. Article Summary. Part 1 of Choose a tile from the bag to see who goes first.
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. Flip and mix the tiles.
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.
Stack up the tiles in groups. 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. You just need a common pool of tiles to draw from. Give each player a tile rack and 14 tiles.
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.
Note that there are 4 different colors of each tile. 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.
Part 2 of Try to find 3 tiles of the same number in different colors on your rack. Create a set using tiles with the same numbers on them, which is called a "group.
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.
Find runs of 3 in the same color on your rack. A run is 3 consecutive numbers in a row, such as "7, 8, 9.
For instance, you can't play "13, 1, 2. Begin with the first player and move in a clockwise direction. 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.
Once they're there, anyone can move them around and play off of them. Create your initial meld. 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.
A joker can be retrieved from a set on the table by a player who can replace it during his turn with a tile of the same numerical value and color it represents.
Learning how to play Rummikub is easy but mastering the strategy is not. The beginning of a round of Rummikub may seem slow, but as the table builds up, more plays are possible.
Sometimes it is useful to hold back the fourth tile of a group or run and lay only three, so that on the next turn you can lay a tile instead of drawing from the pouch.
This score is totaled as a minus negative amount. At the end of each round, each player totals his minus and plus scores to produce a total score.
The player with the highest score at the end of the game wins. As an aid to checking the figures, the plus score should equal the total of the minus scores in each round and in the final tally.
This result is scored as a minus amount. The total of these is scored to the winner as a plus amount. After scoring the round, place all the tiles back in the pouch, and begin the next round by following directions under set-up.
We hope you can now say you know how to play Rummikub. This award-winning abstract strategy game is easy to learn but very difficult to master. If players are unable to play their first move, they draw 1 tile from the draw pile and pass their turn.
This repeats until the player is able to play out their first move. The main game-play of Rummikub begins once players make their first move.
The basics are to make sets, as described above. Once the first move is made, the rest of the sets are not subject to the minimum of 30 points.
For example, a set of 3 — 3 — 3 9 points is valid after the first move. There are a few manipulations that are allowed under the rules of Rummikub.
These are discussed in detail in the Example Plays section of the guide. The goal of the game is to win rounds by clearing all tiles from hand.
If the round ends with all tiles being drawn from the draw pile, and no more valid plays are possible from every player, the player having the least amount of remaining tiles will be considered the winner.
Jokers that are played can be used as a substitute for any in any set. Once a Joker is played, it cannot be taken back into hand.
Players can, however, substitute the Joker tiles to use them in other manipulations. For example, if there is a group of 7 — 7 — 7 — J , a player that has the black 7 tile can substitute the Red Joker in the run, and use it in any valid sets or manipulations.
Jokers that are substituted or liberated must be used on that turn, and cannot be returned to hand. Since manipulations can result in elaborate multi-step moves that could result in an unrecoverable board state, players can invoke the error rule to penalize the player if all other players agree.
Rummikub scoring is based around the hands of the losing players. Each tile is worth a point value identical to its face value. For example, the 2 , 2 , 2 and 2 tiles are all worth 2 points each.
For example, if there are 3 players in a round of Rummikub, and Player 1 wins the round. Be the first player to go 'Rummikub' by using all your tiles in 'runs or 'group'.
Outwit your opponents with cool strategy and sharp moves. Be the first to lay down all your tiles and shout 'Rummikub! Be the first player to go 'rummikub!
Use the joker with caution. He can fire up the game but if he is smiling on your rack at the end of the round, you lose 30 points!. The responses from Argos colleagues are accurate at the time of publishing.