In Rummikub, 2 to 4 players race to be the first to play every tile from their rack in sets: runs of the same colour and groups of the same number. You start with 14 tiles each, your first play must total at least 30 points, and the official game uses 106 tiles, including 2 jokers.
Rummikub is a rummy game played with tiles instead of cards, and the part that makes it special is that you can rearrange everything already on the table. Here are the rules exactly as the official Rummikub leaflet sets them out, plus the small print most families skip.
What's in the Rummikub box
| Edition | Players | Tiles | Jokers |
|---|---|---|---|
| Classic Rummikub | 2 to 4 | 106 (8 sets of 1 to 13 in four colours) | 2 |
| Rummikub XP or Mini XP | 5 or 6 | 160 (12 sets of 1 to 13 in four colours) | 4 |
Each player also gets a rack. The official box says ages 7 to adult, which makes it one of the easiest games to play across three generations at one table.
Runs and groups: the two Rummikub sets
- A group is three or four tiles of the same number in different colours, such as a red, black and blue 7.
- A run is three or more consecutive numbers in the same colour, such as a blue 5, 6 and 7.
- A 1 is always the lowest tile. It can't follow a 13, so you can't wrap a run round from 13 back to 1.
Setting up and dealing the tiles
- Put every tile face down and mix them thoroughly.
- Each player picks one tile. The highest number goes first. Return the tiles and mix again.
- Stack the tiles in piles of 7 to make dealing quicker. The rules suggest this, and it helps.
- Each player takes 14 tiles and stands them on their rack so nobody else can see them.
- The rest of the tiles are the pool. Play passes to the left.
The 30 point initial meld
Every tile is worth its face value. Before you can do anything else, your first play has to be one or more sets that add up to at least 30 points, using only tiles from your own rack. You can't borrow tiles already on the table for this first play. If you use a joker in your initial meld, it counts as the value of the tile it's standing in for.
Until you've made your initial meld, you can't add to anyone else's sets, and you can't take a joker from the table either.
How a Rummikub turn works
- Look at your rack and the table for anything you can lay down or add on.
- Play tiles from your rack: a new set, extra tiles on an existing set, or a rearranged table.
- If you can't play, or you'd rather not, draw one tile from the pool and your turn ends.
- You can't lay down a tile you've just drawn. It waits until your next turn.
- When you play your last tile, call out "Rummikub!" and the game ends.
The official rules also set a time limit of 1 minute per turn. Go over it and you draw a tile. If you can't finish a rearrangement in time, you put the table back the way it was, take your tiles back and draw 3 tiles as a penalty.
Manipulation: rearranging the table
The rulebook calls this the most exciting part of the game. After your initial meld, you can pull sets apart and rebuild them, as long as every set on the table is legitimate at the end of your turn and no loose tiles are left over. Some of the moves it shows:
- Add a tile to the end of a run, such as a blue 3 on a blue 4, 5 and 6.
- Take the fourth tile from a group of four and use it to finish a new run.
- Add a tile to a run and take the end tile off to start another set.
- Split a long run in the middle with one tile from your rack to make two runs.
- Break up several sets at once and rebuild them into new groups and runs.
Rummikub joker rules
Each of the 2 jokers can stand in for any tile. You can win a joker back from the table by replacing it with the tile it represents, from your rack or from the table. In a group of three, either missing colour will do. The catch most people miss: once you take a joker, you must play it on that same turn in a new set, and you still have to play at least one tile from your own rack.
Scoring and winning a Rummikub round
When someone goes out, everyone else adds up the tiles left on their rack and scores that as a minus figure. The winner scores a plus figure equal to everyone else's total, so the scores always balance. A joker left on your rack costs you 30 points. If the pool runs out and nobody can play, the player with the lowest total on their rack wins. With four players a round is four games, with three players it's three, and with two it's two. After the last round, the player who's won the most games is the overall winner, and the highest score breaks a tie.
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My verdict on Rummikub
I'd keep the 1 minute timer once everyone knows the basics, because without it one player can spend ten minutes shuffling the table while everyone else waits. The official strategy tip is a good one for beginners too: hold a few tiles back early so other players open up the table, and you'll find more moves later. If your family likes rummy with cards, try these gin rummy rules next, or move on to another tile game with my dominoes guide.
Frequently asked questions
How many tiles do you start with in Rummikub?
Each player starts with 14 tiles. The rest stay face down as the pool.
What is the initial meld in Rummikub?
Your first play must be one or more sets totalling at least 30 points, using only tiles from your own rack.
How many tiles are in a Rummikub set?
The classic game has 106 tiles: 8 sets of 1 to 13 in four colours, plus 2 jokers.
Can a run go from 13 back to 1 in Rummikub?
No. A 1 is always the lowest number and it can't follow a 13.
What happens if you're left holding a joker?
It counts as a 30 point penalty when another player goes out.
Can you play a tile you just drew in Rummikub?
No. You have to wait until your next turn to play a tile you've just drawn from the pool.


