
Game Setup & Tiles
The game uses 106 tiles: numbers 1-13 in 4 colors (Red, Yellow, Blue, Black), with 2 copies of each, plus 2 Jolly wildcards. Each player receives 14 tiles at the start. Games support 2-4 players.
Valid Combinations
Runs (Suite)
3 or more consecutive tiles of the same color. Only ascending order is allowed.
Sets (Groups)
3 or 4 tiles of the same number in different colors. No duplicate colors allowed.
Wrap-around Runs
13 can connect to 1 (e.g., 12-13-1), but the run cannot extend past the wrap point.
Turn Flow
Each turn has 3 phases, always in the same order:
Draw
Draw one tile from the draw pile or pick from the discard pile.
Meld (Optional)
Place new combinations on the board, add tiles to existing combinations (layoff), or swap a Jolly.
Discard
Discard one tile to the discard pile to end your turn.
First Round & Initial Meld
All players must complete their first turn (draw + discard) before any melds are allowed.
Initial Meld Requirements
Your first meld must be worth at least 45 points and must include at least one run (consecutive tiles of the same color).
Example: Two runs totaling 45 points
Jolly (Wildcard) Rules
Jolly tiles can substitute for any tile in a run or set. There are 2 Jolly tiles in the game.
Jolly in Sets
Maximum 1 Jolly per 2 real tiles (2:1 ratio required).
Jolly in Runs
No two Jollies can be adjacent to each other. The 2:1 ratio does not apply to runs.
Jolly Swap
If a combination on the board contains a Jolly, you can replace it with the actual tile it represents and take the Jolly to your hand.
- •You must have completed your initial meld first
- •A previously-swapped Jolly cannot be swapped again
- •Swapped Jollies count as 0 penalty points for the swapper
Layoff (Adding to Board)
After completing your initial meld, you can add tiles from your hand to any existing combination on the board — yours or your opponents'. You can do this by drag-and-dropping the tile onto the formation on the board.
Extend a run by adding tiles to either end
Or add a 4th tile to a set
Picking from Discard History
After the first round, you can pick any tile from the discard pile history — not just the most recent one.
- 1.The picked tile must be immediately used in a meld with tiles already in your hand.
- 2.Any tiles above the picked tile in the discard pile are added to your hand (cascaded).
- 3.Cascaded tiles cannot be used in melds until the picked tile is successfully melded.
Point Values
Points are used for initial meld validation and end-game scoring:
| Tile | Points |
|---|---|
| Tiles 1–9 | 5 pts each |
| Tiles 10–13 | 10 pts each |
| Ace (1) in high run (e.g., 12-13-1) | 10 pts |
| Set of Aces (1-1-1) | 25 pts each |
| Jolly left in hand | 50 pts penalty |
Closing the Game (Winning)
There are 4 ways to close (win) the game. Quick Games always use "Discard Last". Custom Rooms and Tournaments let you choose.
1. Discard Last (Default)
Win by discarding your last remaining tile. Your final move must be a discard — you cannot win by melding or laying off your last tiles. Always keep at least one tile to discard at the end.
Plan your endgame so you have exactly one tile left to discard.
2. Rack Empty
Win by emptying your rack through any means — meld, layoff, or discard. The most flexible mode with the most options.
Focus on getting rid of all tiles as fast as possible, regardless of method.
3. Discard Jolly
Win by discarding a Jolly as your very last tile. You must hold onto a Jolly until the end. If you have no Jolly, you cannot close the game.
Protect your Jolly — don't use it in melds. This is the most challenging mode.
4. Minimum Points
Win by discarding your last tile AND having at least 200 melded points on the board. If you haven't reached 200 points, the move is blocked.
Meld aggressively and prioritize high-value tiles (10-13 = 10 pts each).
Scoring & Bonuses
At the end of each game, scores are calculated as follows:
Winner
+200 closing bonus + all melded tile points on the board
Other Players
Melded tile points on the board - unmelded tiles penalty (remaining tiles in hand are subtracted)
Special Rules
Stalemate
If 30 consecutive turns pass with an empty draw pile and no new melds, the game ends automatically as a draw.
Disconnect Penalty
Leaving or disconnecting mid-game costs you -150 points and counts as a loss. A bot will replace you for the rest of the game.
Turn Timer
You have 50 seconds per turn. If time expires, the game auto-draws from the pile and auto-discards a tile for you.
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