You play as Me against a computer opponent. Choose the difficulty.
Pool (tap to draw)
Round Complete
Game Over
How To Play Rummikub
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 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 (number tiles = face value, so a joker used here counts as
whatever number it's covering).
After you've made that first meld:
You're free to do anything with the tiles on the table, not just your own — add tiles from your rack
to existing groups/runs, split a run in two, merge tiles from several sets into a new one, slide a
joker out to reuse it elsewhere, whatever you like. The only rule is that by the time you confirm your
move, every set on the table must still be a valid group or run of 3 or more tiles, and every
tile that was on the table before your turn must still be on the table somewhere (you can rearrange the
table, but you can't pocket a tile that was already down).
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, the "+ New Set" button, or (if it's a table tile) "Return to rack" to pull it back. Tap
"Confirm Play" when you're happy, or "Reset Turn" to undo everything and start over. "Sort Rack" just
tidies your own tiles by color and number — 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 ends your turn.
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.