If you could place all the Rummikub® tiles manufactured end to end, they would make a line that would circle the Earth two and a half times.
– Rummikub.com
SABRA RUMMIKUB® — Rummy tile game rules
Rummikub®
A tile-based game
Number of players
2 to 4 players.
Tiles used
The game is supplied with a pool of 104 tiles counting from 1 to 13. There are 4 colored sets of tiles that run from 1 to 13 which are
black, red, blue and yellow.
Each color set tile is represented twice, for example there two blue six tiles (6 and 6). The two jokers take the place of one red 9 and one yellow 5.
Alternate playing cards If tiles are not available, two sets of standard 52 card, playing cards can be used. Cards have their face value from 2 to 10, jack =11, queen =12, king = 13 and ace = 1. Two jokers are removed from the deck leaving two for play. Miniature playing cards are recommended.
Tiles
1
2
3
4
5
6
7
8
9
10
11
12
13
Cards
A=1
2
3
4
5
6
7
8
9
10
J=11
Q=12
K=13
Play
Clockwise
Most popular addition of the game in the United States
Pressman's The Original Rummikub® using Sabra game rules.
Sabra rules described here
The most common game rules used in the United States are Sabra. Other rules are American, and International.
Equipment used
Players use a rack to store there tiles, similar to the rack used in the game of Scrabble®, and plastic numbered tiles.
Object of the game
Each player tries to get rid of all the tiles they possess by melding in combinations on the table. The possible combinations are:
Groups - Three or 4 tiles of the same number and different colors
Runs - Three or more consecutive numbers of the same color.
A group = 4444
A run = 6789
First to play
Each player picks a tile, the one who picks the highest goes first. Players then return tiles to the pool and shuffles them. Play then goes clockwise.
Shuffle
The tiles are place face down on the table and shuffled. Each player takes 14 tiles, which are stored on a rack so that they cannot be seen by the other players. Tiles on each players rack is their hand. The remaining tiles are used as a pool.
The play
No tile may belong for more than one combination at the same time.
The group 5555 must not be joined to the run
6789 just because the (5) can be applied to both the
run and the group.
Not valid:555(5)6789
Jokers J can be used to substitute any tile to make a valid combination. The joker takes on the value of the tile it substitutes.
In Sabra the 1 is always low, therefore the following run is not valid:
121312
Points are counted by the face value of the tiles.
A turn consists of:
Drawing one tile from the pool, or...
Melding one or more tiles from your hand by placing them face up on the table
To meld, each player must have at least 30 points in one or more combinations formed from the tiles in the players hand. If the joker is used, it counts as the number of points of the tile it represents.
After a player makes his first meld, on the same or subsequent turns he can add to his meld by placing tiles from his hand or rearranging the tiles on the table to form new combinations. At the end of the players turn, he must have added at least one tile from his rack, and any new or added to combination must be valid.
If a player cannot enter the round, or chooses not to, he must take a tile from the pool and the turn ends.
Combinations formed with a joker J cannot have tiles added or removed form the combination, nor can it be rearranged. However if a player has in his hand a tile which is represented by the joker on the table, he can replace the joker in the meld with the tile and he may then apply the joker to some other existing combination on the table. The joker cannot be taken into the player's hand for later use.
Players may want to set a time limit for each turn, for example 2 minutes. When you finish your turn, you should say "pass", and the next person plays.
If you you are caught re-arranging tiles after the time limit is reached, and you have not reached a valid combination, you must return the tiles to their original configuration, take back any tiles that were used from your hand and draw three tiles from the pool as a penalty. To facilitate returning the meld to original position, you should place tiles from your hand crosswise.
Scoring
The first player who manages to play all their tiles wins. Other players add up the numbers on the tiles remaining in their hands (rack), counting jokers as 30. This negative score of all the losers is credited to the winner as a positive score.
A situation may be reached in which the pool of tiles goes empty. Since the current player cannot draw from the pool, play ends and the players count the total value of tiles in their hand. The player with the lowest tile count wins. This negative score of all the losers is credited to the winner as a positive score. The sum of the winners lowest tile count is subtracted from the credited score.
Tips for smart play
Hold back tiles at the beginning of the game. For example if you are able to meld 4 tiles, you might meld only three. That way you can lay down a tile during your next turn without having to draw.
Keeping a joker in you hand at the beginning is also a good strategy. Later in the game it becomes risky because another player may go "Rummikub®" and the joker would earn you a penalty of 30 points.