Share this code with up to 3 friends so they can join.
Pool (tap to draw)
Round Complete
Game Over
How To Play Rummikub Online
One player creates a room and shares the 5-letter room code with up to 3 friends. Once everyone has
joined, the host starts the game. The goal is to be the first to play every tile from your rack. There
are 106 tiles: the numbers 1-13 in four colors (red, blue, yellow, black), two of each, plus 2 jokers.
Each player starts with a rack of 14 tiles; the rest form a shared face-down pool.
Groups & Runs
Group: 3 or 4 tiles of the same number, each a different color.
Run: 3 or more consecutive numbers, all the same color (Aces/1s are always low — no
wrapping from 13 back to 1).
Jokers: a joker can stand in for any tile in a group or run. Its value is whatever
number/position it's filling in that set.
Your Turn
Getting on the table (your first meld):
The very first time you play, you may only add brand-new groups/runs built entirely from your own
rack — you can't touch anything already on the table yet. Those new set(s) must total
30 points or more combined.
After you've made that first meld:
You're free to rearrange anything on the table — not just your own tiles. Add rack tiles to existing
sets, split a run in two, merge tiles into a new set, slide a joker out to reuse it elsewhere. The only
rule is that when you confirm, every set on the table must still be a valid group or run of 3+ tiles,
and every tile that was already down must still be somewhere on the table.
Arranging tiles:
Tap a tile (in your rack or on the table) to pick it up, then tap where you want it — a gap inside an
existing set, "+ New Set", or (for a table tile) "Return to rack". Tap "Confirm Play" when ready, or
"Reset Turn" to undo everything. "Sort Rack" just tidies your own tiles — it doesn't cost a turn.
Drawing instead:
If you can't or don't want to play, tap the pool to draw one tile — this discards any in-progress
rearrangement and passes the turn to the next player.
Ending a Round
Someone empties their rack:
They win the round and score the combined value of every tile still left in everyone else's racks. The
others score the negative of their own remaining tiles (a leftover joker costs 30 points).
The pool runs out and nobody can play:
The round is thrown in with no winner — everyone just scores the negative of their own remaining
tiles.
Rounds keep being dealt until someone's total score reaches 200 — highest score
wins the game.