A tile rummy variation contributed by Vivian A. McGraw
We bought 2 sets of Rummikub® tiles, and mixed them together making a total of 104 tiles plus 4 wild card tiles. [That should presumably read 208 ordinary tiles plus 4 wild tiles. JMM]
It is equivalent to 2 decks of cards but in place of Jacks, Queens,& Kings there are numbers 11, 12, & 13.
The tiles are mixed and placed in a bucket (bone pile).
Each player picks 2 handfuls of tiles, trying to get exactly 14 in each handful. They are laid in 2 piles on the table, just until they are counted, in front of a rack that holds the tiles on two ledges concealing them from your opponents. If you have picked exactly 14 tiles in each handful you will receive minus 5 points for each of those picks. If you picked l over or 1 under 14 you will receive minus 3 points for each of those picks instead. No points for any other count.
Example: 14 in each handful gets -10. 14 in one handful & 13 in the other gets -8. Any other amount gets no minus.
The wild tiles are distributed as evenly as possible among the players.
- 4 players, 1 wild tile each
- 2 players, 2 wild tiles each
- 3 players, 2 players get 2 tile each. 1 player gets 2 tiles. In this case each hand the wild tiles move around the board from player to player so each player gets 2 wild tiles every 3rd hand.
The loser is the one who reaches 200 points first. The minuses
we have given the game gives losing players incentive as they can reduce
their losing score if they pick 13, 14, or 15 tiles at the beginning of
each hand, as that amount is deducted from their score.
When a player plays his last tile he is out, and gets no score. But the rest of the players get whatever count they have still in their hands. Tile by tile. A seven, a three, and 2 ones. = 12 plus added to their score. If their Pick at the beginning of the hand totaled 8, their score at the end of the hand would be only 4.
At the beginning of the game we each take one tile from the bucket. Highest tile goes first. After the first hand the person who loses each hand always goes first.
Lastly before the game starts each player picks 4 tiles from the bucket and they are placed on the side of the table where everyone can see each tile. These tiles can be used by any player who needs them but not if the same tile is availabe on the board., and not until each player has played his wild tiles.
Very similar to 500 Rummy, with these exceptions.
Instead of 4 suits, there are 4 different colors.
A spread consists of no less than 3 tiles, ever. No player can ever leave two tiles on the board alone.
3, sevens must be of 3 different colors, a 4th, seven can be played next to the three but it must be of the 4th missing color.
seven, eight, & nine make a run and they must all be of the same color.
Using these three rules: 1-three of a kind,all different colors.
2-three in a run,all same color.
Wild tiles can be exchanged by players for the natural tile when it is their turn, over and over again, whether the natural tile is in their hand or they can free one up on the board, by manipulation of tiles. Runs can be as long as the entire total of 13 tiles. 1 thru 13. Same tiles can only total 4 because there are only 4 colors.
First player must meld (lay down) tiles that add up to no less than 60 points,or a few more then necessary to complete a meld.
Example: 3-thirteens and 10,11,& 12. add up to 72 but you have made your minimum of 60 points using only 6 tiles.
If a player cannot meld they must pick from the bucket.
Each time a player picks from the bucket, they must pick 4 tiles.
Wild tiles may NOT be used in the initial meld.
Wild tiles MUST be used on all players second turn,to get them into circulation.
Whichever player melds first,(not necessarily first player), has the right to first choice of using the 4 tiles that each player picked and placed on the side of the table,totaling 4 tiles per player.
Example: 2 players would have 8 available free tiles. 3 players would have 12 available free tiles... These tiles may never be used in an entire hand or they could all be used depending on who needs them. They hurt no one and are only there to help.
We have no time limits and sometimes we take too long trying to get out on our opponents, but time limit penalties could be set.