fertig-classic-games/src/games/rummikub/tutorial.md

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Rummikub — Racks, Runs, and the Joy of the Big Rearrange

By Aunt Rivka, who has hosted Sunday tile night for thirty-one years and has never once let anyone leave early


Sit, sit. Push the cat off the chair. You see these little numbered tiles all face-down in the middle? We call that the pool. Everyone gets a rack of fourteen, and the whole game is a race to be the first to lay every last one of them down on the table. Simple to learn, and then it gets its claws in you. Let me show you.

The Goal

Be the first to empty your rack. That's it. When your rack is bare, you've won the round and everyone else groans and totals up the tiles they got stuck with.

The Tiles

There are 106 of them: the numbers 1 through 13 in four colours — red, blue, black and orange — two of each. And two jokers, the wild rascals that can stand in for any tile you like.

What Counts as a Set

Everything you lay on the table must belong to a valid set, and there are only two kinds:

  • A Group — three or four tiles of the same number, each a different colour. (Red 7, blue 7, black 7. Lovely.)
  • A Run — three or more tiles of the same colour in a consecutive row. (Blue 4, blue 5, blue 6.) Runs don't wrap around — 13 is the end of the line, no looping back to 1.

A joker fills any gap. Pop it between red 5 and red 7 and it's a red 6. In a group it becomes whatever colour is missing. It's worth the tile it pretends to be.

Your Turn

When the gold ring is around your portrait, it's you. Drag tiles from your rack up to the table to build sets. Each set sits in its own little tray that glows green when it's valid and red when it isn't — so you always know where you stand. When you're happy, hit Play.

Don't like how it's going? Reset snaps everything back to the start of your turn, no harm done. And Sort tidies your rack by colour and number when your eyes are tired.

If you can't (or don't want to) play anything, hit Draw to take one tile from the pool — and that ends your turn.

The One Big Rule: Your Opening Meld

Here's the catch that trips up every newcomer. Your very first play of the game must be sets, made entirely from your own rack, worth at least 30 points all together (add up the tile numbers). Until you've made that opening meld, you can't touch the tiles already on the table. Once you're in, though — oh, then the fun begins.

The Beautiful Part: Manipulation

After you've made your opening meld, the whole table is fair game. You may rearrange anything out there — break up runs, borrow from groups, shuffle it all about — as long as every set is still valid when you hit Play. Take the blue 6 off the end of one run to start another. Split a group to slot in your spare. This is where a stuck rack suddenly comes loose and you lay down six tiles in one glorious move. The table glows green, you press Play, and you feel like a genius.

Just remember: when your turn ends, no leftovers. Every tile on the table must sit in a complete, valid set, and any tile you pulled down has to stay down.

When It Ends

The moment someone empties their rack, the round is over. Everyone else adds up the tiles still on their rack as penalty points (a joker stings for 30), and the winner is crowned. If the pool runs dry and nobody can move, we settle it on the lowest rack instead.

Aunt Rivka's Advice

  • Hold a joker for the big play. It's tempting to spend it early, but a joker saved is a rearrange waiting to happen.
  • Watch the table, not just your rack. Half your moves live in tiles other people laid down.
  • Make your opening 30 and get in the game — you can't manipulate a thing until you do.
  • Count before you commit. A red tray means a set is short or broken; tidy it before you press Play.

Now then. Fourteen tiles, a clear head, and a little nerve. Drag something up to the table and let's see what you've got.