Special Jokers
The Special Jokers cannot take the place of a regular Joker or any other type of Special Joker.
Reminder: Any series that laid on the table should consist of atleast 3 tiles. In any case
(even when you have a Double-Joker), you are not allowed to leave series with two tiles on the table.
In scoring of the initial meld, the Special Joker represents the number, or numbers, it replaces.
Note: the Mirror Joker’s value is zero.
Double Joker
This Special Joker can only be used as a Double Joker (hence, 2 following number).
For example:
Run
- 2 - Double Joker -5. The Double Joker represents the numbers 3 and 4
In the initial meld, this tile receives the value of both numbers it represents
(in this case, the value is 7).
Group
- Blue 3 – Pink 3 – Double Joker. The Double Joker represents Yellow 3 and Black 3.
A Double Joker can be replaced with either both tiles that it represents in the set or by
manipulating the set to free the Joker.
The Double Joker tile can be used in any place in the series; as rst,
last or middle tiles.
The Double Joker cannot be used before number 2 or after number 12
(only 1 can come before 2 and only 13 can come after 12).
Run
Group
Mirror Joker
The Mirror Joker is used for creating mirror series in either runs or groups.
For example:
In Runs
In Groups
Any number added to one side must also be added to the other side, and any number removed
from one side must also be removed from the other side .
The Mirror Joker, unlike the other jokers, does not have a numerical value ( = 0).
He simply acts as a mirror. At all times, the tiles on one side must reect the same tiles
on the other side of the joker.
Sets can be taken apart and added to but this Special Joker can only be used as a Mirror Joker.
It is a great tool for playing with double tiles.
Note: A series may contain more than one Special or Regular Joker.
At all times one side must reect same numbers sequance.
Example 1: Example 2:
Time limit:
There is a time limit of 1 minutes per player, per turn. Players who go over the time limit must draw a tile
from the pool, ending their turns.
Incomplete runs:
Players who cannot complete a move within the 1 minute time limit must replace the tiles that were
on the table to their previous positions, take back the tiles they played, and draw 3 tiles from the pool
as a penalty. This ends the turn.
Building onto sets:
A player may build onto a set in any of the following ways (or in any combination of these ways) as long
as there are only legitimate sets on the table and there are no loose tiles left at the end of the turn.
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.
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 gure 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 gures, 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 (any Joker, including the Mirror 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.
Colour Change Joker
The Colour Change Joker is used only in run series and is used to create a set in two colours:
When using the Colour Change Joker in runs, the tiles before the joker should be
in one colour while the tiles after the Joker should be in dierent colour.
The Colour Change Joker can be used at the end of a set, but after the Joker,
tiles played must follow in a dierent colour.
Sample score table:
Player A Player B Player C Player D
Game 1
Game 2
Game 3
Game 4
16
22
2
41
3
5
47
6
Total Round’s 24 54 45 33
24
6
32
10
+
-
-
-
5
11
13
25
-
-
-
-
-
-
+
-
+
+
-
-
+
-
+-
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®
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 goes “Rummikub!”.
With a
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RUMMIKUB and are Registered Trademarks of M&M Ventures (2014) Limited.
All other company or product names are the trademarks or registered trademarks of their respective
holders. All rights not expressly granted are reserved.
© 2015 Copyrights M&M Ventures (2014) Limited
Rummikub Joker © 1950 M&M Ventures (2014) Limited
Manufactured by: Lemada Light Industries Ltd., 27 Betzalel st., Arad 8909355, Israel.
“WARNING”! Not suitable for children under 36 months. Contains small parts.
Choking Hazard! Colors and components may differ from that shown.
Picture is for reference only. Made in Israel.
JOKER
MIRROR JOKER
COLOUR CHANGE JOKER
DOUBLE JOKER
D-8600/8601-4236-0011 140317
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