Rummikub
The rules for Rummikub are simple but will vary. The object is similar to rummy card games, combining your tiles in runs (consecutive numbers in the same color) or sets (groups of the same number). The game rolls along at a fast clip, with wild-card joker tiles adding a bit of luck to the strategy needed to win.
The game is played with 106 numbered tiles. Tiles are numbered 1-13 in four different colors, each tile appearing twice; and there are two Jokers.
1. All tiles are shuffled and placed on the table, face down. Each player takes 14 tiles. The remaining tiles will form the stock.
2. You play your tiles in groups on the table, in two possible ways: a run of three of more tiles of the same color, with numbers in sequence; or a set of three or four tiles with the same number, in different colors. All colors in a set must be different.
3. Before a player can play anything else in a game, they must meld (play a set, run or both) with a total of 30 or more. Jokers in these melds count as the tile they stand for.
4. After the initial meld, they may take tiles that are already on the table and combine them with your own tiles to form new sets or runs. All tile on the table must stay on the table and not be picked up and place in their hand.
5. Jokers are wildcard tiles that can represent any other tile. A player can replace the Joker with the matching tile, before you can use it anywhere else and the tile replacing the Joker must come from their hand.
6. If a player doesn’t play any of their tiles on their turn they have to draw another tile from the stock. The turn ends and they wait until their next turn to play it.
7. When a player has played all their tiles in valid sets and runs and have no tiles left, they win the game.
8. Following is the way of scoring but this group just starts the next hand.
The game is played with 106 numbered tiles. Tiles are numbered 1-13 in four different colors, each tile appearing twice; and there are two Jokers.
1. All tiles are shuffled and placed on the table, face down. Each player takes 14 tiles. The remaining tiles will form the stock.
2. You play your tiles in groups on the table, in two possible ways: a run of three of more tiles of the same color, with numbers in sequence; or a set of three or four tiles with the same number, in different colors. All colors in a set must be different.
3. Before a player can play anything else in a game, they must meld (play a set, run or both) with a total of 30 or more. Jokers in these melds count as the tile they stand for.
4. After the initial meld, they may take tiles that are already on the table and combine them with your own tiles to form new sets or runs. All tile on the table must stay on the table and not be picked up and place in their hand.
5. Jokers are wildcard tiles that can represent any other tile. A player can replace the Joker with the matching tile, before you can use it anywhere else and the tile replacing the Joker must come from their hand.
6. If a player doesn’t play any of their tiles on their turn they have to draw another tile from the stock. The turn ends and they wait until their next turn to play it.
7. When a player has played all their tiles in valid sets and runs and have no tiles left, they win the game.
8. Following is the way of scoring but this group just starts the next hand.
- Each loser adds up the value of the tiles left on their rack, counting 30 points for a joker and face value for all other tiles, and scores this as a minus (negative) amount.
- The sum of all the losers’ scores is credited to the winner as a plus amount. At the end of the session, each player’s final score is totaled for the final results. The total of the plus scores should equal the total of the minus scores if all the arithmetic has been done correctly.
Farkle
This is a simple game played with six die. Any number of people can play and can even be played as teams. This is just one of many variations.
1. On your turn, you roll all six dice. A valid roll is a “1” or a “5”, three of a kind, three pairs, or a six-dice straight earn points. You must select at least one scoring die.
2. You can then pass and bank your points, or risk the points earned this turn and roll the remaining dice. You MUST set aside at least one SCORING die on every roll to continue rolling.
3. If none of your dice rolled earn points, you get a Farkle. Three Farkles in a row and you lose 1,000 points.
4. Scoring is based on selected dice each roll. You cannot earn points by combining dice from different rolls.
5. If a player gambles and rolls a non-scoring combination of dice, that player "busted" or "farkled." He or she scores zero and the dice is passed to the next player.
6. If a player continues to gamble the points and ends up using all of the dice to score, then he or she can choose once again to quit or go on. If you choose to go on, the player picks up all 6 dice and continues to add to the points "on the table."
7. The object of the game is to reach or exceed 10,000 points.
8. When one player does go over 10,000 points, every other player gets one more chance to exceed that person. The winner then is the one with the highest number of points.
1. On your turn, you roll all six dice. A valid roll is a “1” or a “5”, three of a kind, three pairs, or a six-dice straight earn points. You must select at least one scoring die.
2. You can then pass and bank your points, or risk the points earned this turn and roll the remaining dice. You MUST set aside at least one SCORING die on every roll to continue rolling.
3. If none of your dice rolled earn points, you get a Farkle. Three Farkles in a row and you lose 1,000 points.
4. Scoring is based on selected dice each roll. You cannot earn points by combining dice from different rolls.
5. If a player gambles and rolls a non-scoring combination of dice, that player "busted" or "farkled." He or she scores zero and the dice is passed to the next player.
6. If a player continues to gamble the points and ends up using all of the dice to score, then he or she can choose once again to quit or go on. If you choose to go on, the player picks up all 6 dice and continues to add to the points "on the table."
7. The object of the game is to reach or exceed 10,000 points.
8. When one player does go over 10,000 points, every other player gets one more chance to exceed that person. The winner then is the one with the highest number of points.
Mahjong
This has been played but it was always decided during the previous meeting if it would be played.