Rummy Meld
    Tutorial

    How to Play

    Learn the rules of Rummy Meld

    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.

    7
    Red
    3
    Yellow
    11
    Blue
    5
    Black
    Jolly

    Valid Combinations

    Runs (Suite)

    3 or more consecutive tiles of the same color. Only ascending order is allowed.

    3
    4
    5
    6
    Run of 4
    9
    10
    11
    Run of 3

    Sets (Groups)

    3 or 4 tiles of the same number in different colors. No duplicate colors allowed.

    8
    8
    8
    Set of 3
    5
    5
    5
    5
    Set of 4

    Wrap-around Runs

    13 can connect to 1 (e.g., 12-13-1), but the run cannot extend past the wrap point.

    12
    13
    1
    12-13-1 ✓

    Turn Flow

    Each turn has 3 phases, always in the same order:

    1

    Draw

    Draw one tile from the draw pile or pick from the discard pile.

    2

    Meld (Optional)

    Place new combinations on the board, add tiles to existing combinations (layoff), or swap a Jolly.

    3

    Discard

    Discard one tile to the discard pile to end your turn.

    You have 50 seconds per turn. If time runs out, the game automatically draws and discards for you.

    First Round & Initial Meld

    No one can meld during the first round!

    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

    1
    2
    3
    = 15 pts (5+5+5)
    +
    10
    11
    12
    = 30 pts (10+10+10)
    =45 pts ✓
    Tip: You can combine multiple runs and/or sets in one meld to reach 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).

    6
    6

    Jolly in Runs

    No two Jollies can be adjacent to each other. The 2:1 ratio does not apply to runs.

    4
    6
    7

    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

    4
    5
    6
    On board
    4
    5
    6
    7
    Add 7

    Or add a 4th tile to a set

    8
    8
    8
    On board
    8
    8
    8
    8
    Add yellow 8

    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:

    TilePoints
    Tiles 1–95 pts each
    Tiles 10–1310 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 hand50 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.

    3
    4
    5
    8
    8
    8
    Tip

    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.

    Tip

    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.

    Tip

    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.

    10
    11
    12
    13
    10
    10
    10
    Tip

    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)

    Each Jolly left in hand costs 50 penalty points!
    Exception: Jollies you swapped from the board count as 0 penalty points.

    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.