Tile Rummy

Setup

Deal each player a thirteen-card hand. Set the rest of the cards near the center as the stock.

Goal

The first player to run out of cards wins the hand.

Gameplay

The first player may play any melds they have into the center of the table. Valid melds are sets of the same rank (but all of different suits) and runs of cards of sequential rank and the same suit. Runs cannot “wrap around the corner” (K-A-2 is not a valid meld). All melds must consist of at least three cards. All melds are communal. Play then passes to the left. If a player does not or cannot play any cards, they end their turn by drawing one card from the stock. Players may add to any melds on the table, and they may move cards between melds to facilitate this. All cards on the table must be part of valid melds before and after a player’s turn. Jokers are wild cards and can represent any rank or suit. When any player runs out of cards, the round is over, and they win.

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