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Rumikub Technical information VideoLearn how to play mahjong in 2.5 minutes
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They act like card suits. You need matching colors to make certain sets, such as a run of consecutive numbers, and different colors to make other sets, such as a group of the same number.
Part 2 of Try to find 3 tiles of the same number in different colors on your rack. Create a set using tiles with the same numbers on them, which is called a "group.
The tiles must all be different colors, such as blue, black, and red. You can't play a group with a blue 8, a blue 8, and a black 8, for instance.
Find runs of 3 in the same color on your rack. A run is 3 consecutive numbers in a row, such as "7, 8, 9. For instance, you can't play "13, 1, 2.
Begin with the first player and move in a clockwise direction. On your turn, you can draw a tile or play tiles. To play tiles, lay down a run or a group from your hand or play off other tiles on the table.
However, you can only play tiles after you've made your initial meld. Once they're there, anyone can move them around and play off of them.
Create your initial meld. The initial meld is the first time you lay down tiles on the board. You must have at least 30 points across one or multiple sets to make your initial meld.
You can make groups, runs, or both for your initial meld. You receive points based on the number on the tile.
The color doesn't affect the number, so a blue 11 is worth the same amount of points as an orange A joker is worth the number of points on the tile it's replacing.
Play your turn within 2 minutes. The game has a time limit for each turn, as people can get caught up in manipulating the board.
If you don't complete your turn in this time, you must return the tiles to their original positions, and take a tile from the pool for your turn.
Use the joker to replace any tile in the game. There are 2 jokers in the deck, and you can play it in place of any other tile. For instance, it can be a red 6 or a blue You get to decide.
Take a tile at the start of your turn if you can't play. You can't play if you are not ready to make your initial meld or if you can't join a hand on the table after your initial meld.
In that case, pick up a new tile from the pool in place of your turn. Part 3 of Use at least one tile from your deck to manipulate the table.
When you're changing sets on the board, you must take at least one tile from your hand to make the manipulation.
Add 1 or more tiles to a current set. The easiest way to play off a set on the table is to simply build off of it. You can add tiles to runs or groups, as long as you follow the basic rules of these sets.
If there's a group of a red 6, blue 6, and black 6, you can add an orange 6. However, you couldn't add a blue, black, or red 6 unless you manipulate the set by taking a tile to build another set.
These pieces are differentiated based on their color and number. There are a total of 4 colors, which are blue, red, orange and black.
Each color has 2 tiles of each number, and the numbers range from 1 to This makes up of the pieces in Rummikub. The last 2 pieces are the wild tiles, also known as the Joker tiles.
These tiles come in red and black variants, but they are both identical in terms of function. These tiles can be used to substitute any other tile in the combinations used in game-play.
Rummikub is a game about making sets using the number tiles. Sets include runs and groups. Each set must be at least 3 tiles in length to be valid.
Runs are sequences of tiles of the same colour, in an increasing number order. Note that wrapping over is not allowed, so a 1 cannot follow a An example of a valid run made using red tiles is shown below.
Groups are combinations of the same number with different colors. Note that since there are only 4 colors in the game, each group must consist of at least 3 tiles, and 4 tiles at the maximum.
An example of a full group of four is shown below. To begin the game, all tiles are placed face-down and shuffled. Each player then draws 1 tile to determine the turn order.
The player drawing the highest number tile will go first. Each player then draws 14 tiles, placing them on their respective racks such that other players cannot see them.
A joker can be retrieved from a set on the table by a player who can replace it during his turn with a tile of the same numerical value and color it represents.
Learning how to play Rummikub is easy but mastering the strategy is not. The beginning of a round of Rummikub may seem slow, but as the table builds up, more plays are possible.
Sometimes it is useful to hold back the fourth tile of a group or run and lay only three, so that on the next turn you can lay a tile instead of drawing from the pouch.
This score is totaled as a minus negative amount. At the end of each round, each player totals his minus and plus scores to produce a total score.
The player with the highest score at the end of the game wins. As an aid to checking the figures, the plus score should equal the total of the minus scores in each round and in the final tally.
This result is scored as a minus amount. The total of these is scored to the winner as a plus amount. After scoring the round, place all the tiles back in the pouch, and begin the next round by following directions under set-up.
We hope you can now say you know how to play Rummikub. This award-winning abstract strategy game is easy to learn but very difficult to master.