Rummikub
Runs, groups and jokers across one hundred and six tiles, in Kinkajoo's build.

Rummikub sits between rummy and the tile rack: its pieces are numbered and coloured rather than suited, and everything already on the table becomes public property the moment the first set is down. Kinkajoo’s version keeps the full complement of one hundred and six tiles, jokers included.
Each player starts with fourteen tiles on a rack and has to build sets of at least three, either runs of consecutive numbers in one colour or groups of the same number in different colours. On your turn you lay tiles from the rack, extend what is already on the table, or draw from the pool when nothing fits. Emptying the rack first wins the match. Kids Mahjong stands next to this one in the same list.
The tactical part is rearranging. Sets on the table can be broken and rebuilt as long as the whole board is legal again by the end of your turn, which is how one tile can suddenly release five. Jokers stand in for anything, so holding one too long costs as much as spending it too early. Directly alongside it sits the Chain board.
Two to four players take part, and some versions of Rummikub seat as many as six. The layout runs at 900 by 506 and reads best in full screen, where the number pips on the tiles stay legible. Another entry from the same shelf is Emoji Link.
Controls
Mouse, or tap on a touchscreen.
How to Play
- Take your fourteen tiles and sort the rack by colour and by number so runs and groups stand out.
- Open with a set of three or more: a run in one colour, or a group of the same number in different colours.
- Add tiles to sets already on the table, or rearrange those sets, provided the board is valid again when your turn ends.
- Draw from the pool when nothing can be placed, and keep going until one rack is empty.
Tips & Tricks
- Open sooner than feels safe — tiles left on the Rummikub rack at the end count against you, and the table is only useful once you are in it.
- Treat the table as your rack — most large plays come from splitting an existing run, not from what you are holding.
- Spend jokers on runs — a joker sitting inside a group of three is far harder to retrieve later.
- Count what your rivals draw — an opponent who stops drawing is one or two tiles from going out.
- Use full screen for the numbers — at the default window size the colours separate more easily than the digits do.
Frequently Asked Questions
How many people play a match of Rummikub?
Two to four, with some versions of the game seating up to six.
How many tiles does Rummikub use?
One hundred and six, jokers included, with fourteen dealt to each rack at the start.
Does Rummikub run in full screen?
Yes, and it helps, because the tile numbers are the thing you read constantly.
What wins a game of Rummikub?
Being the first to empty your rack. Whatever is left on the other racks counts against those players.
When did Rummikub first appear?
The original dates from 1978, and the tile game has stayed a family fixture ever since.