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Here you'll find the official game rules for the popular game Tile Rummy.
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Different releases of the game included slightly different game rules. All these variations are described below.
All game rules and variations are also supported in the download game RRRummy. With RRRummy, you can play the same type of games, solo against the computer, or together with friends and relatives.
You can download RRRummy from this site.
Start of the game
The game is played with 106 numbered tiles. Tiles are numbered 1-13 in four different colors, each tile appearing twice; and there are two Jokers.
All tiles are shuffled and placed on the table, face down. Each player takes one tile; the player who has the highest value, gets the first turn.
Then these tiles are put back onto the table, and each player takes 14 tiles. The remaining tiles will form the stock.
Playing your tiles
You play your tiles in melds (groups) on the table, in two possible ways:
You play a run if you play three of more tiles of the same color, with numbers in sequence, like 456 or 910111213.
A 1 is only valid in front of a 2, and never after a 13. So this is not valid: 12131.
You play a set if you play three or four tiles with the same number, in different colors, like 777 or 1111.
All colors must be different, so this is not valid: 444.
In each turn, you may take tiles that are already on the table and combine them with your own tiles to form new melds. At the end of your turn, however, all tiles on the table must be part of valid runs or sets again.
It is not allowed to take tiles that were on the table at the start of your turn, and put them back into your hand.
Using Jokers
Jokers are wildcard tiles that can represent any other tile. You play Jokers in the same way as you would play the tile they stand for, for example: 4*6 or 77*7.
Many releases of the game box contain rules that impose special restrictions on the use of Jokers.
All these restrictions are also supported in the computer download game RRRummy.
In the most lenient variation, you may use and rearrange Jokers in any way you like, without any restriction other than that each tile must end up being part of a valid meld.
Games in RRRummy that use this rule: Pup Rummy, Easy Rummy
A popular variation is that you must replace the Joker with the matching tile, before you can use it anywhere else.
In a set of three, the Joker can be replaced by any of the missing colors, e.g. in 22* you can release the Joker with either a 2 or a 2.
Most of the times the previous rule is used, there is an additional restricton that the matching tile must come from your hand. You cannot replace the Joker by a tile that was already on the table.
Games in RRRummy that use this rule: RRRummy, Tiles 50, Dutch Rummy
Often the game is played with the additional rule that you cannot take away tiles from a meld that contains a Joker, unless you replace the Joker by its matching tile first.
Games in RRRummy that use this rule: RRRummy, Tiles 50
When you have replaced a Joker with the matching tile, an additional optional restriction lets you only use it in a new meld with your own tiles. So with this rule, you cannot add a Joker to an existing meld.
Games in RRRummy that use this rule: Tiles 50
Your turn ends
When you have played all the tiles you can (or want to), you say 'Done!'. Then the player at your left will get the turn.
If you didn't play any of your tiles in your turn, then you have to draw another tile from the stock. Your turn still ends, so if you can play that new tile, you will have to wait until your next turn to play it.
Your first melds
Before you can play anything else in a game, you must play one or more new melds with a total of 30 or more. For example: 91011, or 333356*.
Jokers in these melds count as the tile they stand for.
Only when you have played a total of 30 or more in new melds, you may add tiles to other melds or rearrange tiles that are on the table. If you can play new melds but they don't add up to 30, then you have to draw another tile from the stock and wait for your next turn.
Once you have played 30 or more in new melds, then in subsequent turns you can play anything you like.
In some editions, the rules mention a minimum of 50, not 30.
Games in RRRummy that use this rule: Tiles 50
Penalty for invalid moves
When you end your turn and not all tiles are part of a valid meld, or when you did something else invalid, for example add a tile to another meld before having played your initial 30 points, then you have to put back all tiles to where they were at the start of your turn. Then you have to draw three tiles from the stock, and your turn ends.
Winning the game
When you have played all your tiles in valid melds, so you have no tiles left, then you win the game.
All players add up the numbers of their tiles, whereby Jokers count as 30. The winner of the game adds to his or her score the total of all tiles of the other players; the other players each subtract their individual total from their score.
Before starting to play, players have to agree whether they play a set number of games, or for a given amount of time, or until one player reaches a target score. The winner of the match is the player who has the highest score.
The timer
Not included in the box, but available as an optional extra, is an egg timer.
When you play with a timer, each player only gets 2 minutes to complete their turn. When your 2 minutes are up before all tiles are part of a valid meld (again), then you have to put back all tiles where they were and you have to draw three penalty tiles from the stock.
In RRRummy, you can play any game with an optional timer, varying from 20 seconds to 2 minutes.
Rummy Rules
Rummy is a classic cardgame where the objective is to be the first to get rid of all your cards, by creating melds, which can either be sets, three or four cards of the same rank, e.g. H8 S8 D8, or runs, which are three or more cards of the same suit in a sequence, e.g. H1 H2 H3. Aces are low, and sequences can not wrap around. There are many, many variations of Rummy that exist, this particular implementation is Basic Rummy, or Traditional Rummy.
Gameplay
The game can have 2,3 or 4 players. If there are only two players they each get 10 cards, if there are three or four player then each player gets 7 cards. After the cards are dealt the deck is put facedown on the table, and one card face up next to it, to start the discard pile. The player to the left of the dealer starts the hand, and gameplay goes as follows:
- Start your turn by drawing card from either the deck or the discard pile.
- If possible, lay down a meld on the table. You are allowed to put down many melds in each round (in some versions only one meld per turn is allowed).
- Lay off cards on existing melds. For example if there's H5 H6 H7 on the table, and you have the H8 you may lay it off on the meld. Who put the meld down in the first place doesn't matter, as soon as a meld is on the table it doesn't belong to anyone anymore, anyone can use it. You are allowed to lay off as many cards as you want, and you may always lay off, also when you haven't put down a meld in the round.
- End your turn by discarding one card onto the discard pile. If you drew from the discard pile you can not discard that card in the same round. If you only have one card left to discard you put it face down on the discard pile and win the game.
The game continues like this until one player has finished all the cards from their hand. A player is not required to end the game by discarding a card onto the discard pile, if he can lay down all his cards in melds, or lay them off on existing melds the may do so, and will win the game.
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If the deck is depleted before a player has won, then the discard pile is shuffled and used as a new deck. If the deck is depleted for a second time then the hand is considered a stalemate and finishes with no one getting any points.
Scoring
The scoring in Rummy is winner-takes-all. When a player has won a round, the cards his opponents still have in their hands are counted and the winner gets points based on them. Face cards are worth 10 points each, aces are 1 point, and other cards are worth their rank, e.g. an 8 is worth 8 points. The points for all the losers are added together and given to the winner. (In some variations each player gets his points as penalty points, but not in this version). The score needed to win the entire game varies based on how many players there are. For 2 players the score is 100 points, for 3 players it's 150 points and for four players the score is 200. When a player reaches the target score he has won the entire game. Since scoring is based on cards left in hand it makes sense to try to meld and lay off as early as possible.
Going Rummy (Rummy bonus)
If a player has not melded or laid off any cards during the game, but can get rid of all his cards in one turn earns a bonus, his points are doubled! This is called Going Rummy, and is a risky move, since you have a lot of cards for a long time, but can really pay off if you manage to do it successfully!
Stalemate
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There are two cases where the game can end in a stalemate. One, as mentioned above, is when the stock has been depleted twice. The other is when the game detects that none of the players will be able to finish their hands. This can for example happen when all players have only one card left, and there are no possible lay offs on the melds on the table. When there's a stalemate all players get 0 points, and the game is considered a loss for all of them in the statistics. The way people handle this in real life varies greatly, but I've chosen this simple method here to avoid complications around two or more players having the same number of points etc.