Rummikub Rules

Quick Overview

Rummikub is a tile-based game for 2-4 players that combines elements of rummy and mahjong. Players take turns placing numbered tiles in runs (consecutive numbers of the same color) and groups (same number in different colors), with the goal of being the first to use all tiles from their rack.

Game Components

  • 106 tiles - 104 number tiles (1-13 in four colors, two copies of each) and 2 joker tiles
  • 4 tile racks - One for each player

Setup

  1. Place all tiles face down on the table and mix them thoroughly.
  2. Each player draws 14 tiles and places them on their rack.
  3. The remaining tiles form the pool.
  4. Players can decide who goes first by drawing tiles - highest number starts.

Valid Tile Combinations

Groups (Sets)

A group consists of 3 or 4 tiles of the same number but different colors.

Examples:

  • Red 7, Blue 7, Black 7
  • Red 4, Blue 4, Yellow 4, Black 4

Runs (Sequences)

A run consists of 3 or more consecutive numbers all in the same color.

Examples:

  • Blue 3, Blue 4, Blue 5
  • Red 8, Red 9, Red 10, Red 11, Red 12

Game Play

Initial Meld

To make your first play (initial meld), you must place tiles with a total value of at least 30 points. The sum is calculated by adding the face values of all tiles played.

If you cannot make an initial meld, you must draw one tile from the pool and your turn ends.

Subsequent Turns

After your initial meld, on your turn you can:

  1. Place one or more tiles from your rack onto the table to form new sets or runs.
  2. Add tiles from your rack to existing sets or runs.
  3. Manipulate tiles already on the table (see Manipulation Rules below).
  4. If you cannot or choose not to play, draw one tile from the pool and end your turn.

Manipulation Rules

The key strategic element of Rummikub is the ability to manipulate tiles already on the table. You can:

  • Split a run and use some of its tiles to form new combinations.
  • Add tiles to one end of a run and remove from the other end.
  • Take a tile from a set of 4 to use elsewhere.
  • Combine and rearrange runs and sets in any way, as long as all tiles end up in valid combinations.

Important: At the end of your turn, all tiles on the table must be part of valid runs or groups. You cannot leave any "orphaned" tiles.

Jokers

Jokers are wild tiles that can represent any tile needed to complete a valid set or run.

  • A joker can be used in your initial meld, but its value is counted as the number it represents.
  • A joker can be replaced by a player who has the exact tile it represents.
  • When you replace a joker, you must use it immediately in a new or existing combination on the table.
  • A joker that has been replaced cannot remain unused at the end of your turn.
  • Jokers have a value of 30 points each when left on a player's rack at the end of the game.

Ending the Game

The game ends when:

  • A player uses all the tiles from their rack (goes out).
  • The pool is empty and no player can make a move.

When a player goes out, all other players add up the values of the tiles remaining on their racks. These points are subtracted from their score and added to the winner's score.

See detailed scoring rules →

Official Tournament Rules

In official tournaments, additional rules may apply:

  • Time limits for turns (usually 2 minutes).
  • Penalties for invalid moves.
  • Specific scoring systems for tournament rankings.

Always check with the tournament organizer for the specific rules being used.