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Rummikub Turbo

Rummikub Turbo Rulebook

Table of Contents

Table of Contents

  • Aim of the Game
  • Setup
  • At the Start of Every Round
  • How to Play
  • The Winner
  • Examples for Forming or Manipulating Sets
  • The Joker
  • Please Note
  • Points
  • Score Card
  • The Winner

Aim of the Game

To play all of your dice and have the most points by the end of 6 rounds.

Setup

Write the names of the players at the top of the score sheet.

Put all of the dice into the pouch and shake well.

At the Start of Every Round

Each player takes 9 dice out of the pouch and rolls them all onto the table.

Players should take turns starting each round.

How to Play

During each turn, a player puts some or all of his/her dice in the "shaker", shakes well, and rolls them out onto the table.

  • If the player has a set, he/she must place it on the table.
    • A set is a "group" of dice: 3 or 4 identical numbers in different colors (for example 2 2 2), or a "run": 3 or more sequential numbers in an identical color (for example, 11 12 13).
  • If the player does not have a set, he/she must check if he/she can add one or more dice to an existing set on the table, or find another way to play their dice by manipulating the existing sets (see the examples below).
  • In a single turn, a player can both put down a set or sets, and add dice to existing set(s), or manipulate the set(s) on the table.
  • If, after throwing the dice, the player still has no dice that he/she can put down, the other player can now take his/her turn.

If, after 3 consecutive throws by both players, no player is able to make a move, the game is over and the points are recorded.

The Winner

The first player to play all of his/her dice, or, if no player can make a move after three consecutive throws, the player whose remaining dice add up to the lowest number of points.

Examples for Forming or Manipulating Sets

1) Adding one or more dice to the sets on the table

  • Player's dice: blue 3, blue 8.
  • Dice on table: a run of 4 5 6 (blue), and a group of 8 8 8.
  • The player can add a blue 3 to the blue run and a blue 8 to the group, forming the following sets: a run of 3 4 5 6 (blue), and a group of 8 8 8 8.

2) Using the dice on the table to manipulate sets and combine them just like in a crossword puzzle

  • Player's dice: 3, 3.
  • Dice on table: a run of 3 4 5.
  • The player adds his two dice underneath the existing 3, just like a crossword, and forms the following sets: the run of 3 4 5, with the existing 3 and the two added 3s stacked vertically in one column.

3) Manipulating existing sets to form more elaborate sets

  • Player's dice: a black 3.
  • Dice on table: a run of 3 4 5, and a group of 2 2 2.
  • The player rearranges the 2 group in a new order, places it over the 3, 4, 5 run, and combines the two sets using his black three, to form the following 3 sets (as laid out in the printed diagram: the 2 2 2 group, the black 3 beneath it, and the 3 4 5 run).

The Joker

The Joker can be used in place of any number – it doesn't matter what color the Joker is. To remove a Joker from a set, you must replace it with a die that shows the number the joker stands for, or maneuver the dice so that the Joker can be removed – but only if all the sets on the table remain complete and correct.

A Joker that is removed from a set must become part of another set during the same turn.

A participant who is left with a Joker at the end of the game receives a 10 point penalty.

For example:

  • Player's dice: 6, 7, 5.
  • Dice on table: a 3, a Joker and a 5 in a row, with a further 3 placed beneath the 3 twice (as shown in the printed diagram).
  • The player combines his dice, forms the following sets, and removes the Joker, as shown in the printed diagram: a group of 3 3 3 and a run of 5 6 7, with the Joker removed from the set and placed as part of another set in the same turn.

Please Note

Starting from the second turn in every round, players can decide whether to throw all of the dice or only some of them.

Important! Do not turn the dice over to a new number until your turn! Then you may put them into the shaker and roll them again.

Points

The winner receives an amount of points equal to the sum of the numbers indicated on the dice of the other player, and these are recorded in his score sheet.

If no player is able to make a move after three consecutive turns each: the winner is the player who is left with the lower number of points showing on his/her remaining dice. Subtract the lower value from the higher, and award this amount to the winner.

If a player has a Joker at the end of a round, its value is 10 points.

Score Card

At the end of each round, points are recorded on the score sheet for each player in the lighter triangle. The points tally, combined with points from the previous round/s, is recorded in the darker part. For the first round, only write the points in the darker triangle.

The Winner

The player who has earned the most points by the end of 6 rounds.