rummikub instructions

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R U M I K B 1. Pick a tile to see who has first play. 2. Play goes clockwise. 3. Pick 14 tiles onto your rack. OBJECTIVE OF THE GAME. a. Be the first to eliminate all the tiles on your rack, by laying down your tiles in GROUPS or RUNS. A GROUP is a set of 3 or 4 tiles of the same number in different colors. 7 7 ^ 7 A RUN is a set of 3 or more consecutive numbers, all in the same color. 1 is the lowest number and 13 is the highest number. 2 3 4 5 b. In order to place tiles on the table, each player must make an initial play of at least 30 points in one, or more sets of GROUPS or RUNS. e.g. 10 11 12 8 8 8 or 3 4 5 + 7 7 7 or 5 5 + 3 3 3 +123 c. If a player cannot lay down any tiles on the table, or purposely chooses not to, the player must draw a tile from the pouch and the turn ends. d. After the players have made their initial play of 30 points, they can also build on other sets on the table with tiles from their racks. e. Play continues until one player empties his rack and calls "RUMMIKUB" 1

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Page 1: Rummikub Instructions

R U M I K B

1. Pick a tile to see who has first play. 2. Play goes clockwise. 3. Pick 14 tiles onto your rack.

OBJECTIVE OF THE GAME.

a. Be the first to eliminate all the tiles on your rack, by laying down your tiles in GROUPS or RUNS.

A GROUP is a set of 3 or 4 tiles of the same number in different

colors. 7 7 ^ 7 A RUN is a set of 3 or more consecutive numbers, all in the same color. 1 is the lowest number and 13 is the highest number. 2 3 4 5

b. In order to place tiles on the table, each player must make an initial play of at least 30 points in one, or more sets of

GROUPS or RUNS. e.g. 10 11 12 8 8 8

or 3 4 5 + 7 7 7 or 5 5 + 3 3 3 + 1 2 3

c. If a player cannot lay down any tiles on the table, or purposely chooses not to, the player must draw a tile from the pouch and the turn ends.

d. After the players have made their initial play of 30 points, they can also build on other sets on the table with tiles from their racks.

e. Play continues until one player empties his rack and calls

"RUMMIKUB" 1

Page 2: Rummikub Instructions

STRATEGY

A Player may build onto a set or sets in any of the following ways, as long as there are legitimate sets consisting of at least 3 tiles in each GROUP or RUN remaining on the Table.

a. Add one or more tiles from the rack to extend a RUN. Tiles on Rack Tiles on Table

3 7 4 5 6 Blue 4,5,6 are on the Table. The player adds a blue 3 and a blue 7

from the rack = 3 4 5 6 7 b. Remove a fourth tile from a GROUP and use it to form a new set.

Tiles on Rack Tiles on Table

3 5 6 4 4 4 The player takes the blue 4 from the GROUP on the Table and forms a RUN of blue 3, 4, 5, 6.

3 4 5 6 4 4

c. Add a fourth tile to a set and remove one tile to make another set.

Tiles on Rack Tiles on Table

11 8 8 8 9 10 The player adds a blue 11 to the RUN and uses the blue 8 to form a new GROUP. 8 8 8 9 10 11

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Page 3: Rummikub Instructions

d. Splitting a RUN. Tile on Rack

6 The player splits the RUN and second RUN. =

4 5 6

Tiles on Table

4 5 6 7 8 uses the 6 from the rack to form a

6 7 8

e. Combined Split. Tile on Rack Tiles on Table

I 1 1 1 1 The Player places the blue 1 from the Rack and adds the orange 1 from the RUN and the red 1 from the GROUP to form a new GROUP =

I I 2 1 1

f. Multiple split. Tiles on Rack Tiles on Table

10 5 -J 5 6 7 5 6 7 8 9

The Player manipulates the three existing sets on the table and adds the black 10 and blue 5 from the Rack to make three new GROUPS and one RUN =

5 5 5 6 6 7 7 8 9 10

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Page 4: Rummikub Instructions

THE JOKER

There are 2 Jokers in the game.

They can be used for any tile in a set.

A Joker can be replaced from a set on the table by a player who has a tile of the same color and numerical value it represents in his rack. This Joker must be used in the players same turn with two or more tiles from his rack to make a new set.

Tiles on Rack Tiles on Table

The Player replaces the Joker with the blue 3 from the Rack and forms a new RUN with the red 7 and 9.

The Joker has a penalty value of 30 points if it remains on a players rack at the end of a game.

Time Limit There is a time limit of 2 minutes per player per turn. If a player cannot lay down any tiles on the table by 2 minutes, he draws a tile from the pouch and his turn ends.

After a player has cleared the rack and shouts "RUMMIKUB", the losing players add up the value of the remaining tiles on their racks. This is their minus score. The winner's score is the Sum Total of the losing

3 7 9 3 © 3

7 © 9 3 3 3

Scoring.

players.

Compiled and Simplified by Fred Teoh. 4.

Sarah
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