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Scoring:
After a player has cleared his/her 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 an aid to checking the figures, the winner’s score
should equal the total of the other players’ scores in each game and at end of each round.
Note: the penalty for having a joker 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 his/her rack wins the round. Each
player totals up the value of his/her 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.
Winning:
When the last round ends, the player who has won the most games in all rounds combined is the winner. In
the case of a tie, the player with the highest score is the winner.
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 goesRummikub®!
We appreciate your comments on this game. Please address your correspondence to:
Pressman Toy Corporation
l
3701 West Plano Parkway, Suite 100
l
Plano, TX 75075
Our Consumer Service number is 1(855) 258-8214. Calls are accepted Monday through Friday from 10:00 AM until 4:00 PM CST
www.pressmantoy.com
© 2015 Pressman Toy Corporation, 3701 West Plano Parkway, Suite 100, Plano, TX 75075
© 2015 M&M Ventures (2014) Limited of Gibraltar, Gibraltar.
U.S. Trademark Registration No. 1596635 RUMMIKUB® is the brand name and registered trademark of M&M Ventures (2014) Limited of
Gibraltar, Gibraltar, for the original and authentic games from Israel.
Made in Dongguan, Guangdong, China. Colors and contents may vary.
Object:
To be the first player to play all the tiles from your rack by forming them into sets (runs and/or groups).
Contents:
106 tiles (2 sets of tiles numbered 1 to 13 in four colors: black, red, blue, orange; 2 jokers); 4 racks
Set Up:
Place the tiles face down on the table and mix them thoroughly. Each player picks a tile; the player with
the highest number goes first. Return the tiles to the table and mix them. Each player takes 14 tiles and
places them on his/her rack. The remaining tiles are called the “pool.
The players decide how many rounds they want to play; each round is made up of multiple games. The
number of players determines the number of games in a roundwith four players a round is made up of
four games, with three players a round is made up of three games, and with two players a round is made
up of two games. When a player plays the last tile on his/her rack a game ends. Players then start over
again until they have played the number of games/rounds they agreed to play.
Playing the Game:
There are two kinds of sets:
A group is a set of either three or four tiles of the same number in
different colors.
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.
Each tile is worth its face value (the number shown on the tile). In order 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 each players rack; for their initial meld, players may not use tiles already played
on the table. A joker used in the initial meld scores the value of the tile it represents. When players cannot
play any tiles from their racks, or purposely choose not to, they must draw a tile from the pool. After they
draw, their turn is over. Play passes to the left (clockwise).
On turns after a player has made his/her initial meld, that player can build onto other sets on the table with
tiles from his/her rack. On any turn that a player cannot add onto another set or play a set from his/her
rack, that player picks a tile from the pool and his/her turn ends. Players cannot lay down a tile they just
drew; they must wait until their next turn to play this tile. Play continues until one player empties his/her
rack and calls,Rummikub
®
!” This ends the game and players tally their points (see Scoring). If there
are no more tiles in the pool but no player has emptied his/her rack, play continues until no more plays
can be made. This ends the game.
7
7
7
7
3 4 2 5
Player A Player B Player C Player D
Game 1 +24 -5 -16 -3
Game 2 -6 -11 +22 -5
Game 3 -32 -13 -2 +47
Game 4 -10 -25 +41 -6
-24 -54 +45 +33
SCORE TABLE
Brings People Together
For 2 to 4 players, Ages 8 to adult
0400G10_V15_0815
Round Total

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