🟥 Tile Rummy
🎲 Board · 12 playsTile Rummy
Runs, groups and a table you can tear apart. Empty your rack first.
About Tile Rummy
The number-tile game families fight over, one rack at a time. You get fourteen tiles in four colours, numbered 1 to 13, with two jokers in the pool. Lay down runs (three or more in a row, same colour) or groups (three or four of the same number, different colours). Your first meld has to total at least 30 points. After that, the whole table is yours to rework — split runs, borrow tiles, rebuild sets — as long as every set is valid when you finish. Can’t play? Draw. First rack empty wins and scores what everyone else is stuck holding.
How to Play
Lay sets of 3+ tiles: runs (same colour, consecutive) or groups (same number, different colours). Your first meld must add up to 30 or more. After that you may rearrange any tiles on the table. Can’t or don’t want to play? Draw a tile. Empty your rack to win. Jokers stand in for any tile — but cost 30 if left in your rack.
💡 Tips & Strategy
Hunt your 30-point opener early. High tiles make it easier: a group of three 10s or a run of 11-12-13 gets you there in one go. Until you've melded, every turn you can't reach 30 is a draw.
After opening, the table is your extra rack. Extend runs at both ends, add a fourth colour to groups, and split long runs to free up tiles you need — just make sure every set is valid before you end the turn.
Hold jokers for tough spots, but don't sit on them: a joker left in your rack costs 30 if someone else goes out. Use the Colour and 123 sort buttons to spot runs and groups at a glance.