The rules of Rummikub tile game are quite simple to follow. Kids will be easily able to play this game after going through this information on Rummikub Rules. This is one of the highly sold games all over the world in 25 different languages of the world. It is also known as Rummi or Rummey in several regions. Rummikub is seen as substitute of card games in many countries where card games are not played. It offers equal fun as any card game and combines features of games like Mahjog, Dominoes and Rummy. This tile game is a game of luck as well skill and hence very popular everywhere. We have shared great number of game rules including popular card games, board games, dice games and tile games at this blog.
Rummikub rules are quite easy to follow. This game will interest kids and elders equally. Same rules are followed in all countries for this game so you don’t have to bother about adequacy of the rules of Rummikub. The game is played with pool of tiles comprised of 106 tiles. While 104 tiles are numbered tiles, the remaining two are joker tiles. The numbers on the tiles range from 1 to 13 in four different colours i.e. yellow, black, red and blue. Each combination of colour and number are present twice in the tile pool. This means there will be two black coloured 3s and so on.
How To Play Rummikub
To start the game, all the players draw one tile to see who gets the tile with highest number. Player drawing tile with highest valued tile deals 14 tiles to each of the player. These 14 tiles are arranged by each player on their tile display rack in sequence according to number or colour. This is the first meld of the game. When three or more tiles of the same number or in numerical sequence are grouped, it is called group meld. For example 666 in different colours or 5678 in single colour. A numeric meld or numeric output of the meld of tiles is known as a run.
At the first turn, every player has to try to create a set of 1 or more groups or runs which results into 30 points by their collective numeric output. At your turn you can make a new meld or add extra tiles to extend meld made in your previous turn. Like, you can add 4 to the meld of 567. Or you can add a preceding or succeeding number of same colours.
Rules of Rummikub
Checkout the terms and Melding in Rummikub rules:
Group – A group is made when 3 or 4 tiles of the similar numbers are put together. i.e. 3 or 4 Sevens of different colours makes a group of seven as per Rummikub rules.
Run – Run forms when 3 or more than three tiles of similar colours are played. i.e. 4567 of black or 1234 of red.
Meld or Set – A complete run or a group is known as meld or set.
Melding in Rules for Rummikub
Melding can be made through three different ways as given below:
- Add a tile to an existing run or group which means enhancing your existing run or group.
- Taking fourth tile from existing run or group to complete your own set. You can also add a fourth tile to another group to create new set.
- Melding can also be done by splitting existing run to make two runs out of one as per Rummikub rules. For example if you already have a run of 34567 on the table. You can take a 5 from your rack (from the run of 34567). Add this six to 7,8 you have. This will create two runs – 345 and 567.
Rummikub rules allow players to play Joker card as a wild card. However Joker card will also give you penalty of 30 points if you have it I your rack after the opponent plays all the tiles. Hence you have to be clever enough to know when to keep the joker and when to play them.
Once any player plays all his tiles on the rack and has no more tiles, total value of numbers on the tiles are summed up. The total number of each player is his score. When there are no tiles left in the pool, the game is over. Joker should be preserved to play at last when you run out of tiles.The player who finishes all his tiles to make meld is declared Rummikub and scores are then tallied to decide the winner as per Rummikub rules.
The target in this game is to place all your tiles on table to make set. Since there will be more than one turn, scores should be noted down to keep track. Players who are not winner will lose points equal to the value of the tiles they are holding on their racks. These negative scores of opponents become positive scores for the winner. The value of tiles left with other players will be added to scores of winner. Whoever has the highest positive points at the end of game, wins Rummikub. You are now equipped with all Rummikub rules and can enjoy this number game with your friends and family members. Follow the rules of other games shared at this blog. Some of the popular game rules we have covered here include rules of Jenga, Checkers rules, Monopoly Rules and Chess rules, .