Game Overview
Rummy is a tile-based game for 2 to 4 players. The goal of the game is to be the first player to get rid of all their tiles by forming valid sets and runs on the table. A set consists of three or more tiles of the same number but different colours, while a run consists of three or more consecutive numbers of the same colour.
Contents
The game contains 106 tiles, which include:
- Number Tiles: 104 tiles, with values ranging from 1 to 13 in four different colours (Black, Blue, Red, and Orange). There are two copies of each number in each colour.
- Jokers: 2 Joker tiles, which can substitute any number in the game.
- Tile Racks: Each player has a rack to organize their tiles during the game.
Objective of the Game
The objective is to be the first player to play all of their tiles. You must form valid sets and runs with the tiles you draw and all of those already on the table.
Setup
- Shuffle the Tiles: All 106 tiles are placed face down on the table. Players mix the tiles thoroughly to randomise them.
- Each player draws tiles:
- For 2 players: Each player draws 14 tiles.
- For 3 or 4 players: Each player draws 11 tiles.
- The remaining tiles form the pool in the centre of the table. Players can draw tiles from this pool during the game when they cannot make a move.
Basic Gameplay
1. Starting the Game
First Move Requirement: On your first turn, you must place tiles on the table that add up to at least 30 points (the sum of the numbers on the tiles). These points must come from the tiles on your rack (not from the table).
Example: You could place a run like 10–11–12 (same colour), or a set like 10-10-10 (different colours). The value of a tile is equal to its number. For example, the tile with the number "10" is worth 10 points.
If you cannot make this minimum 30-point play, you must draw one tile from the pool and your turn ends.
Subsequent Turns: Once you've made your first move, you can continue playing by adding to existing sets and runs on the table, or creating new sets/runs with tiles from your rack.
2. Valid Moves
- Sets: A set consists of three or more tiles of the same number but different colours. For example, a set of "5" can consist of a blue 5, red 5, and orange 5.
- Runs: A run consists of three or more consecutive numbers of the same colour. For example, a run of 4-5-6 of the same colour.
3. Using the Joker
The Joker can be used as a substitute for any tile, whether in a set or a run. For example, if you have a run of 4-5, you could use the Joker as a substitute for the 6, making the run 4-5-Joker.
Once placed, the Joker represents the tile it is substituting for. If another player can replace the Joker with the correct tile on their turn, the Joker can be taken by that player and used in their own play.
Important Note: After a Joker is replaced, the player who takes it may place it in their own play, but it cannot be placed back on their rack. If the Joker is used in a set or run, it must remain on the table as part of the valid play.
Drawing Tiles
- Drawing a Tile: If you cannot make a valid move on your turn, you must draw one tile from the pool and your turn ends.
- No Tiles Left: If there are no tiles left in the pool and a player cannot make a move, their turn is skipped.
Special Rules & Strategy
- Manipulating Existing Sets/Runs: After your first move, you can add, extend, or rearrange existing sets and runs on the table to form new valid sets or runs. For example, if there's a run of 7-8-9 in blue, and you have a 6 in blue, you can add the 6 to the run, making it 6-7-8-9.
Example of Gameplay
- Player 1: Placing a set: 7 (Black), 7 (Blue), and 7 (Red). This is a valid set because it consists of the same number (7) in different colours.
- Player 2: Can add a new set, such as 5 (Orange), 5 (Black), and 5 (Red), or add a run, like 6-7-8 of the same colour. If Player 2 cannot make a valid play, they must draw a tile from the pool.
- Player 3: Can build on the existing sets and runs, or create new ones. If a player finishes their tiles, they win the game.
Winning the Game
The game continues until one player has played all their tiles, thus winning the game. When this happens:
- End Game: The game ends immediately when a player places their final tile.
- Scoring: The winner scores points based on the tiles remaining in their opponents' racks. The value of a tile is equal to its number. For example, the tile with the number "10" is worth 10 points. Each opponent's remaining tile count is added up, and the total is awarded to the winner as their score for that game.
Final Notes
- Game Length: Rummy is usually played in rounds, with each round lasting anywhere from 20 to 60 minutes, depending on the number of players and the strategies used.
- Strategy Tips:
- Focus on making the 30-point first move, as it can give you an advantage in building your hand early.
- Keep an eye on the tiles already on the table to take advantage of opportunities to manipulate existing sets/runs.
- Use the Joker strategically to help you complete runs or sets, but be cautious about letting opponents take it from you.
Summary of Key Points
- Objective: Be the first to play all your tiles by forming sets and runs.
- First Move: Must total 30 points or more using tiles from your rack.
- Sets & Runs: Form valid sets (same number, different colours) or runs (consecutive numbers, same colour).
- Jokers: Can substitute for any tile and are powerful, but can be taken by other players.
- Drawing: If you can't make a move, draw one tile and end your turn.
- Winning: The game ends when a player places all their tiles. Scoring is based on the tiles remaining in opponents' racks.
Safety Information
⚠ WARNING: CHOKING HAZARD - SMALL PARTS. NOT FOR CHILDREN UNDER 3 YEARS.
PRODUCT MAY VARY FROM IMAGE SHOWN. PLEASE KEEP THE PACKAGING FOR FUTURE REFERENCE.