Edition: Classic Rummikub with 106 tiles, two sets of numbers 1 to 13 in 4 colors and 2 jokers. Last checked October 25, 2026

Rummikub Rules: How to Play Rummikub

Rummikub is a classic tile game where you lay down runs and groups and rearrange what is already on the table. Here are the rules and answers to the questions that cause the most arguments.

Players
2 to 4
Age
7 and up
Playing time
45 to 60 minutes

How to win: Be the first player to play all of your tiles onto the table.

Who is right?

The classic arguments at the table when you play Rummikub.

Can you use tiles from the table for your 30 point initial meld?

No.

Official rule

The initial meld must be made from tiles on your own rack only. Starting with your next turn, you may use and rearrange tiles on the table.

Common house rule

Some lower the requirement to 20 points or drop it entirely when playing with kids.

Can a run continue from 13 back to 1?

No.

Official rule

1 is always the lowest number and 13 the highest. A run cannot wrap around.

Common house rule

No common house rule allows it.

Can you draw a tile and then play on the same turn?

No.

Official rule

If you draw a tile, your turn is over. You either play or draw, not both.

Common house rule

Some families let young kids play after drawing.

Can you take a tile from the table back to your rack?

No.

Official rule

Tiles on the table stay on the table. You may move them around but not take them back. The only exception is the joker, which can be swapped out.

Common house rule

No common house rule changes this.

Is there a time limit on each turn?

Yes, in the official rules.

Official rule

The rules give each player about one minute per turn. When time is up, the table must be put back the way it was, and you draw 3 tiles as a penalty.

Common house rule

Most families play without a timer or with a more relaxed limit.

What you need

  • 106 tiles: the numbers 1 to 13 twice in 4 colors, plus 2 jokers
  • One tile rack per player
  • Paper and pencil

Setup

  1. 1Turn all tiles face down and mix them.
  2. 2Each player draws 1 tile. The highest number goes first. Return the tiles to the pool.
  3. 3Each player draws 14 tiles and places them on their rack.
  4. 4The rest of the tiles form the pool.

How to play

  1. 1Your initial meld must add up to at least 30 points, using only tiles from your own rack.
  2. 2A group is 3 or 4 tiles of the same number in different colors.
  3. 3A run is 3 or more tiles in a row in the same color.
  4. 4Once you have made your initial meld, on later turns you may add to and rearrange any tiles on the table.
  5. 5When your turn ends, everything on the table must be valid runs and groups.
  6. 6If you cannot or will not play, draw 1 tile from the pool, and play passes on.
  7. 7The first player to play all their tiles wins the round and calls out Rummikub.
  8. 8The others add up the numbers on their remaining tiles as minus points. The winner scores that total as plus points.

The joker

The joker can stand for any number in any color. If you still have a joker on your rack when the round ends, it costs you 30 minus points.

Taking a joker from the table

Once you have made your initial meld, you may take a joker from the table by replacing it with the tile it represents. You must use the joker again on the same turn together with at least one tile from your rack.

House rules

Pick the rules you want to play with tonight. Everyone at the table has to agree.

Frequently asked questions

How many tiles do you start with in Rummikub?

14 tiles each.

How many points is the joker worth?

On the table it counts as the tile it represents. If it is still on your rack when the round ends, it costs you 30 minus points.

What happens when the pool runs out?

Keep playing without drawing. When no one can play anymore, the round ends, and the player with the lowest total on their rack wins.

Source: The publisher's rulebook for classic Rummikub, explained in our own words. The rules are written in our own words. Ask the referee if you are unsure.