Pronounced : Rummy-Cube
For 2 to 4 players, Ages 8 to adult
Object:
Be the first player to eliminate all the tiles from your rack by forming
them into sets of runs and groups. Try to keep as few points in your
hand as possible. At the start of the game, you decide how
many points to reach to end the game.
Contents:
106 tiles (2 sets of tiles numbered 1 to 13 in four colors: black,
red, blue, orange; 2 Jokers); 4 playing racks, instructions.
Set Up:
Place tiles face down in the center of the table and mix them thoroughly.
Each player picks a tile; the one who selects the highest number goes first
and play proceeds in a clockwise direction. Return the tiles to the
table and mix them. Each player takes 14 tiles and places them on
his rack; the remaining tiles form the pool.
Playing:
There are two kinds of sets.
A group is a set of either three or four
tiles of
the same number in different colors. |
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A run is a set of three or more consecutive numbers,
all in the same color. The number 1 is always played
as the lowest number; it cannot follow the number 13. |
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In order to place tiles on the table, each player must make an initial
play of at least 30 points in one or more sets.
These points must come from the tiles on the player's rack and not from
tiles already played on the table. A tile is worth its face value.
A joker may be used for any tile and its point value is that of the tile
it represents. The penalty for holding a Joker if another player
wins the round is 30 points. If a player cannot enter the round,
or purposely chooses not to, the player must take a tile from the pool
and the turn ends.
After players have made their initial plays, they can also build on
other sets on the table with tiles from their racks. If a player
cannot add onto the other sets, the player picks a tile from the pool and
the turn ends. A player cannot lay down a tile he has just picked;
he must wait until his next turn. Play continues until one player
empties his rack and calls, "Rummikub". That ends the round and players
tally their points (see Scoring). When the pool is finished,
play continues until no more plays can be made; that ends the round.
Time Limit:
There is a time limit of 2 minutes per player,
per turn. A player who goes over the time limit must draw a tile
from the pool and his turn ends.
Incomplete Runs:
A player who unsuccessfully builds on or manipulates
other sets on the table must replace the tiles in their original positions,
take back the tiles he played and draw three tiles from the pool.
Building on Sets:
A player may build onto a set in any of the following
ways (or in any combination of these ways) as long as there are only legitimate
sets on the table and there are no loose tiles left at the end of his turn.
| Add one or more tiles from
the rack to extend a run: |
| Tiles on rack |
Tiles on table |
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| Blue 4,5,6 are on the table; the player adds
a blue 3 and a blue 7 from the rack. |
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| Remove a fourth tile from a
group and use it to form a new set: |
| Tiles on rack |
Tiles on table |
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| A tile is missing from the potential blue run on the rack. The
player takes the blue 4 from the group of four on the table and lays the
run: blue 3,4,5,6. |
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| Add a fourth tile to a set
and remove one tile from it to make another set: |
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| Tiles on rack |
Tiles on table |
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| The player adds a blue 11 to the run and uses the 8s to forma new group. |
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| Splitting a run: |
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| Tile on rack |
Tiles on table |
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The player splits the run
and uses the red 6 to form two new runs. |
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| Combined split: |
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| Tiles on rack |
Tiles on table |
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| The player places a blue 1 from the rack with the orange 1 from the
run and the red 1 from the group to form a new group. |
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| Multiple split: |
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| Tiles on rack |
Tiles on table |
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| The player manipulates the three existing sets
on the table and uses the black 10 and the blue 5 from the rack to make
three groups and one new run. |
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The Joker:
There are two jokers in the game. They
can be used for any tile in a set. A joker used in the opening set
scores the value of the tile it represents. A joker can be retrieved
from a set on the table by a player who can replace it during his turn
with a tile of the same numerical value and color it represents.
The tile used to replace the Joker must come from a player's rack and not
from the table. In the case of a group of 3, the joker can be replaced
by the tile of either of the missing colors. A joker that has been
replaced must be used in the player's same turn with 2 or more tiles from
his rack to make a new set. Players cannot retrieve a joker before
they have laid their initial set(s). A set containing a joker can
have tiles added to it and can be split apart or have tiles removed from
it. The joker has a penalty value of 30 points if it remains on a
player's rack at the end of the game.
Strategy:
The beginning of a round 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
lay only three, so that on the next turn you can lay 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".
Scoring:
After a player has cleared the rack and called
"Rummikub", the losing players add up the value of the tiles they are holding
on their racks. This score is totaled as a minus (negative) amount.
The winner of the round received a positive (plus) score equal to the total
of all the losers' points. At the end of each round, each player
totals his minus and plus scores to produce a total score. The player
with the highest score at the end of the game wins. As an aid to
checking the figures, the plus scores should equal the total of the minus
scores in each round and in the final tally.
In the rare case that all the tiles in the pool
are used before any player goes "Rummikub", the player with the lowest
count on his rack wins that round. Each loser adds up his total tile
value and subtracts from it with the winner's total. This result
is scored as a minus amount. The total of these is scored to the
winner as a plus amount. After scoring the round, place all the tiles
face down and, begin the next round by following directions under set-up.
Winning:
The player with the highest score at the end
of the game wins.
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SCORE TABLE
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Player A
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Player B
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Player C
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Player D
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Round 1 |
+24
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-5
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-16
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-3
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Round 2 |
-6
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-11
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+22
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-5
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Round 3 |
-32
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-13
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-2
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+47
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Total |
-14
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-29
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+4
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+39
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We appreciate your comments on RUMMIKUB
Please address your correspondence to:
Pressman Toy Corp.
Dept.: Rummikub
745 Joyce Kilmer Ave.
New Brunswick, NJ 08901
Or E-mail us at: Custserv@Pressman-Toy.Com
Our Customer Service number is 1-800-800-0298.
Calls are accepted Monday through Friday
from 10:00 am until 4:00 pm EST.
© E. Hertzano, Israel ©1998
Pressman Toy Corp., New York, NY 10010
0400-2027R98A
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