HOW TO PLAY RUMMIKUB
The first thing you have to do is take everything out of the box and set it up, then choose how many people you want to play with if it is only two people or if it is four people.
Place tile face in the centre of the table and mix well. Every player picks one tile. The player with the highest number begins. Play proceeds clockwise. Return tiles to table and mix tile again. Every player then takes 14 tiles and arranges them on his or her rack into sets of “groups” or “runs”. The remaining tiles on the table are the pool.
A “group” is a is a set of either three or four tiles of the same number but in different colours. For example: black 3, red 3, blue 3, orange 3.
A “run” is a set of three or more consecutive (one after the other) numbers, which are all of the same colour. For example: blue 3, blue 4, blue 5 and blue 6 .
Note: number 1 is always played as the lowest number and may not follow number 13.
Playing the game
Players must place sets, valued at least 30 points ( add up the set numbers), onto the table in the first move. This move is called “initial meld”. If unable to do an initial meld, or player chooses to delay initial meld, a tile must be taken from the pool and this concludes the player’s turn.
During the initial meld sets on the table may not be manipulated or built upon with tiles from player’s rack
Player’s have a time limit of 1 minute per turn. If by the end of 1 minute the player has failed to successfully manipulate tiles on the table, all tilex must be returned to their original position and three tiles must be taken from the pool as a penalty. If there are leftover tiles ( and players do not remember their original positions) they get randomly placed in the pool.
The object of the game
is to be the first player to go “RUMMIKUB” by using all the tiles in “Runs” or “Groups” and by accumulating the highest score. Outwit your opponents with cool strategy and sharp moves. Be the first one to lay down all your tiles and 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 a round, you lose 30 points!
Manipulation is the most exciting part of playing “RUMMIKUB”. Players try to table the greatest amount of tiles by rearranging or adding to sets which are already on the table. Sets can be manipulated in many ways (examples follow) as long as at the end of each round only legitimate sets remain and no loose tiles are left over.
A joker may not be retrieved before the initial meld. A joker can be retrieved from a set by placing it with a tile of the same numerical value and colour it represents. The tile used to replace the joker can come from the player's rack or from the table. In the case of a group of 3, the joker can be replaced by the tile of either the missing colours.A joker that has been replaced must be used in the player's same turn as part of a new set. A set containing a joker can have tiles added to it, be split apart or have tiles removed from it. The joker has a penalty value of 30 points if it remains on a rack at the end of the game.
play continues until a player empties has all her rack and calls out “Rummikub”. the other players then add up the point on the racks ( see scoring) should the pool run out of tiles, every player in turn “ play the table” by placing at least one tail from their racks onto the table until someone finishes. as per players are unable to proceed further the Game ends.
After player has cleared the rat and called “Rummikub” doesn't add up the values of the tiles that are still on their racks. this score is totalled as a minus ( negative) amount. The winner of the round receives a positive score equal to the total of all the losers’ points. At the end of session, each player totals his or her minus and plus scores to get the total score. the player with the highest score is the overall winner.
as an aid to checking the total, plus scores should get the total of the minus chords and each round and and that final tally .
In the rare event that although tiles and the pool are used before any player goes “ Rummikub”, the player with the lowest count on his or her rack is the winner. a smoother adds up his or her total tile value and subtract from it the winners total. This result is scored as a minus amount. This total is scored to the winner as a plus amount.
The beginning of a round of “ Rummikub” may seem slow but as the table builds up, more and more manipulations are possible. In the early stages of the game it may be a good idea to hold back some tiles for that other players “ open up” the table and provide more opportunities for manipulations.
sometimes it is useful to hold back the fourth child of a group or a run and they only 3, so that the next turn one can lay 1 tile instead of drawing from the pool.
keeping a joker on ones rack may also be a good strategy - although one risks being caught with the Joker when another player goes “ Rummikub”.