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Rummikub Six Player

Rummikub Six Player Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Sets
  • Set-Up
  • Playing the Game
  • Manipulation
  • The Joker
  • Time Limit
  • Winning
  • Scoring
  • Strategy

Contents

Contents for the Six Player Special Edition: 160 tiles (12 sets of tiles 1–13 in four colors, and 4 joker tiles), 6 racks + rack holders.

Object of the Game

To be the first player to play all the tiles from your rack by forming them into sets (runs and/or groups).

Sets

There are two kinds of sets:

  • Group: a set of three or four tiles of the same number in different colors.
  • Run: a set of three or more consecutive numbers all in the same color. The number 1 is always the lowest number—it cannot follow the number 13.

Set-Up

Place the tiles face down and mix them thoroughly. Each player picks a tile; the player with the highest number goes first. Return and re-mix the tiles (stacking in piles of 7 is recommended). Each player takes 14 tiles onto their rack. The remaining tiles form the pool.

A round is made up of multiple games: the number of players determines the number of games in a round (six players = six games, five players = five games, and so on), though players may decide the number of rounds. A game ends when a player plays the last tile from their rack; players then start over until they've played the agreed number of games/rounds.

Playing the Game

Each tile is worth its face value. To make an initial meld, each player must place tiles on the table in one or more sets that total at least 30 points. These points must come from the tiles on that player's own rack—for the initial meld, players may not use tiles already on the table. A joker used in the initial meld scores the value of the tile it represents.

When a player cannot play any tiles from their rack (or chooses not to), they must draw a tile from the pool, which ends their turn. Play passes clockwise. After making their initial meld, a player may build onto other sets on the table with tiles from their rack. On any turn a player cannot add to a set or play a set from their rack, they draw from the pool and their turn ends. Players cannot play a tile they just drew—they must wait until their next turn.

Play continues until one player empties their rack and calls "Rummikub!", ending the game (then tally points). If the pool is empty but no player has emptied their rack, play continues until no more plays can be made, ending the game.

Manipulation

Manipulation—rearranging or adding to sets already on the table so as to table as many of your tiles as possible—is the most exciting part of the game. Sets can be manipulated in many ways, as long as at the end of the turn only legitimate sets remain and no loose tiles are left over. Examples:

  • Add tiles from your rack to a set: e.g. add a blue 3 to a blue 4-5-6 run, or add an 8 to a group of 8s.
  • Remove a fourth tile from a group and use it in a new set: e.g. take the blue 4 from a group of four 4s to complete a blue 3-4-5-6 run.
  • Add a fourth tile to a set and remove one, to make another set: e.g. add a blue 11 to an 8-9-10 run, freeing the 8s to form a new group.
  • Splitting a run: e.g. add a red 6 to split a 4-5-6-7-8 run into 4-5-6 and 6-7-8.
  • Combined split: combine tiles taken from a run and a group with a tile from your rack to form a new group.
  • Multiple split: manipulate several existing sets at once, using tiles from your rack to make new groups and runs.

The Joker

There are jokers in the game. Each joker can be used as any tile in a set, taking the number and color of the tile needed to complete the set. On future turns, a joker can be retrieved from a set on the table by replacing it (during your turn) with any tile(s)—from the table or your rack—that keep the set legitimate. For a group of three tiles, the joker can be replaced by a tile of either missing color.

When retrieved, the joker again has any value or color. However, a player who retrieves a joker must play it on the current turn to make a new set, and must also use at least one tile from their rack that turn (as on any other turn). A player cannot retrieve a joker before playing their initial meld.

Four ways to clear the joker:

  1. Replace the joker in a group with the matching tile from your rack (or with the tiles for both missing spots), clearing the joker back to your rack.
  2. Split a run so that the joker's position is filled by a tile from your rack, clearing the joker.
  3. Add a tile from your rack to extend a run so that the joker's spot is filled by a real tile, clearing the joker.
  4. Split a run by moving its end tiles into existing groups of the same number, freeing the joker.

Time Limit

There is a time limit of 1 minute per player, per turn. A player who goes over must draw a tile from the pool, ending their turn.

Incomplete runs: A player who cannot complete a move within the 1-minute limit must restore any moved tiles to their previous positions on the table, take back the tiles they played, and draw 3 tiles from the pool as a penalty. This ends the turn.

Winning

When the last round ends, the player who has won the most games across all rounds combined is the winner. In a tie, the player with the highest score wins.

Scoring

After a player has cleared their rack and called "Rummikub!", the other players add up the value of the tiles they are holding on their racks as a negative figure, and the winner of the game receives a positive score equal to the total of all the other players' points. As a check, the winner's score should equal the total of the other players' scores in each game and at the end of each round.

Note: the penalty for having a joker left on a rack is 30 points.

In the rare case that all the tiles in the pool are used before any player goes "Rummikub!" and no player can play any more tiles, the player with the lowest value of tiles on their rack wins the round. Each player totals up the value of their tiles and subtracts it from the winner's total (this will result in a negative number for each player); they then reduce their scores by this amount. The total of these negative numbers is scored to the winner as a positive amount.

After scoring the game, players place all the tiles back on the table and begin the next game by following the directions under Set-Up. In addition to keeping track of points, players keep track of the number of games each player has won.

Strategy

The beginning of a game of Rummikub may seem slow, but as the table builds up, more plays are possible. In the early stages of the game it's a good idea to hold back some tiles so that other players open up the table and provide more opportunities for play. Sometimes it is useful to hold back the fourth tile of a group or run and play only three, so that on the next turn you can play a tile instead of drawing from the pool. Keeping a joker on your rack is also a good strategy; however, you risk being caught with it (earning a penalty of 30 points) when another player goes "Rummikub!"