They explicitly say: "The tile used to replace the joker can be taken from the table or from the player's rack. Another variation concerns the point at which manipulation can begin. Most sets of rules agree that as soon as you have laid down your initial sets and runs to a value of 30 or more points, you can in the same turn start manipulating the sets and runs on the table and adding further tiles to them.
According to the Dutch Spelregelboek , however, manipulation can only begin on your next turn after the turn in which you laid down your initial meld.
Manipulation on the same turn that you lay down your initial meld is, however, allowed in the "Dutch Sabra" variation in that book. The Lemada rules also appear not to allow manipulation on the turn in which you make your initial meld.
The Spears rules explicitly do allow it "once players have entered the game they can on the same turn 'play the table' The Pressman and and Goliath rules are somewhat ambiguous, but seem to allow manipulation to begin on the same turn as the initial meld.
Some play that the total value of tiles in a player's initial meld must be at least 50 points , rather than at least This version is given in the edition of the Pressman rules, though in the edition the requirement is reduced to 30, as it is in most other rules sets, including the Official Rummikub Book. Some count a joker remaining in a player's hand at the end of play as 25 points rather than Two, three or four people can play.
The tiles are shuffled and built into 15 stacks of 7 face-down tiles, with one tile left over. Each player takes two stacks and arranges the 14 tiles on his or her rack. The left over tile is placed face up in the centre of the table.
The book calls it the "trump", though it is not a trump an any usual sense of the word. The starting player for the first game is chosen at random by drawing tiles before the deal , and the turn to play passes counter-clockwise.
The turn to start passes to the right after each game. In order to be allowed to meld, you must play one or more groups and runs from your hand with a total value of 21 points or more, counting number tiles at face value. If you use jokers, they count as having the value of the tile they represent. After you have laid down your initial meld, according to these requirements, additional options are available to you. The play ends when a player manages to meld all the remaining tiles in his hand except for one, which is the final discard.
This player is the winner. Note that you are not allowed to draw a tile and then meld all your tiles, leaving yourself with no discard. The face-up "trump" tile in the centre of the table can be drawn instead of a face-down tile or the previous player's discard if the player who draws it can thereby win the game. When the play ends, each of the players other than the winner totals the value of the tiles remaining in their hands. Each of these players scores minus the value of their remaining tiles, and the winner scores plus the total value of all these tiles.
Thus the scores of the players always add up to zero. A joker remaining in a player's hand counts 30 points, and '1' tiles count 1 point. The book does not say what happens if no one wins before the face down stacks are exhausted. As in Sabra, some players count a joker in a player's hand at the end as 25 points rather than This can be thought of as a more complicated form of the American game described above.
It is possible to win by melding all your tiles, as in American, or by constructing various special hands, somewhat reminiscent of the special hands in Mah Jong. Two stacks of seven tiles are dealt to each player, and the odd tile is given to the starting player, so that this player begins with 15 tiles.
The top tile of one of the remaining 7-tile stacks is turned face up and is the "trump". The mechanism of play is the same as in American, except that players are always permitted to draw the previous player's discard, instead of drawing from the pool.
If no one has claimed a win by the end of the turn in which the last face down tile is drawn from the stacks, the play ends with no winner. If the player who wins the hand by any of the three methods discards a joker as his final discard, all scores for that hand are doubled.
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.
The game makers have done a wonderful job of blending Rummy and Dominoes, which turns out, makes for an amazing mix. Press ESC to close. Strategy , How To Play. Tagged in: How To Play , Rummikub. Show Comments. The value of a card is equal to the number shown on it. A Joker can be used as a placeholder for any given card, color or number is irrelevant. However, the value of a Joker is always 25 points, irrespective of the card he is replacing. Only once a player has played his initial sets of 40 points, he is allowed to add cards to previously existing combinations on the table.
He may add them immediately after he has come out with his initial 40 and he doesn't have to wait for his next turn. In general, the combinations on the table don't belong to anybody in particular. This means that every player is allowed to utilize any combination on the table, once he has played his initial 40 points.
In his turn, the player is allowed to add as many cards to existing combinations as he wishes and is able to. Either you use all cards of a set or you only use parts of it.
In the latter case, there must be at least 3 valid cards remaining in the original combination. All cards and combinations involved in a re-arrangement must remain on the table at all times, and once the player is done with re-arranging, all combinations on the table must be complete and valid. Another examples: The set of blue 8, black 8, yellow 8 and red 8 is on the table. You have a red 7 and red 9. You may take the red 8 to build a new row of red 7, 8 and 9. On the table are the rows of black 4,5,6,7, yellow 4,5,6,7 and blue 4, 5, 6.
You have a red 4, 6 and 7. You re-arrange all rows into sets, namely a set of 4 black, yellow, blue and red , a set of 5 black, yellow and blue a set of 6 black, yellow, blue and red and a set of 7 black, yellow and red. There are two jokers in the game. They can be used for any tile in a set. A joker used in the opening set scores the value of the tiles it represents. 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.
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