Rules to Rummy-K
Figure 1: A tile stand
Figure 2: The tiles
Figure 3: Examples of sets and runs
- A total of two to four players
- An area in the middle of the table, called "the board"
- A "stand" for each player to keep their tiles private (see figure 1)
- Tiles: (see figure 2)
- Four colours: black, red, yellow, and blue
- From one to thirteen twice with each colour
- Plus two wild cards
- A standard Rummy-O set works great for this. The die is not needed
- Shuffle the tiles face-down
- Each player takes fourteen tiles and puts them on their stands
- Put the remaining tiles off to the side as the "draw pile"
- Select a player to start by each picking up a tile. Whoever has the highest number goes first. Wild is the highest.
- The goal of the game is to be the first to run out of tiles, a.k.a. "to set out"
- Rummy-K is about "sets" and "runs" (see figure 3)
- Sets are groups of tiles of the same number
- Sets may not have more than one tile of the same colour
- Runs are groups of tiles that ascend in order without skipping
- Runs wrap around
- There must be at least three tiles in sets and runs
- You may not play onto existing sets or runs if you have not put out a set or run at least one turn before
- You may rearrange the board
- Wilds cards do not take on a permenant identity
- You are not required to put tiles out if you can
- You may put out more than one tile per turn, if the board results in being made up of only valid sets and runs
- Start your turn by puting down tiles on the board in sets and/or runs
- If you cannot put out tiles to start your turn, pick one up. Your turn ends
- If you can, keep going (if you want), otherwise, end your turn
- End your turn by saying so. Although you may still put tiles out if the next player hasn't yet
- Whoever sets out first, wins