
Rummikub 8 Round Rummy
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Description
"It's a Rummikub card game with a new twist."
The deck has cards with 1-7 objects in 2 colors and 3 shapes, as well as Jokers and Reverse & New Hand cards. Eight goal cards, numbered 1-8 are placed on the table, and everyone starts with a 7-card hand. In a turn, each player draws a card and discards a card. The first player to fulfill the current goal (e.g. to get all cards of the same color) takes the card for that goal, discards his hand and draws a new hand. The other players continue playing with their current hands. Once all goal cards are taken, the player with the highest total of goal cards wins.
The deck consists of 108 cards of which 100 are used in play. The remaining 8 are the numbered (1-8) goal cards for the 8 rounds of the game. Card break down is as follows.
04 Reverse & New Hand cards - The direction of play reverses and the first player in the new direction must draw a new hand instead of taking a normal turn
12 Wild cards - (AKA Rummikub Joker as per the rules)
12 Number 1 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 2 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 3 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 4 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 5 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 6 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue triangles
12 Number 7 cards - 2 red squares, 2 red circles, 2 red triangles, 2 blue squares, 2 blue circles, 2 blue trianglesRound 1 - Same Color
Round 2 - Same Shape
Round 3 - Same Shape & Color
Round 4 - Straight
Round 5 - Straight Same Color
Round 6 - Straight Same Shape
Round 7 - Straight Same Shape & Color
Round 8 - Same NumberWhen a player wins a round by completing the objective on their turn, they take that goal card and get the number of points associated with that card. Winning the first four rounds would net you 10 points, but anyone winning two rounds after you will still out score you and therefore beat you. The "twist" is that the final round is a winner take all round IF they complete the goal of collecting all of the same number without the use of any Wild cards (collecting 7 of the 12 cards of any given number). Since there are only two ways to lose/exchange your entire hand (either to win a round thus resulting in you laying down the winning hand and drawing a new one, or the person playing after you laying down a Reverse + New Hand), you have the benefit of possibily collecting for future rounds.
When your only mathematical chance of winning is winning round 8 without wild cards, you better start collecting early and hope you don't get a Wild as ythe only option you have would be to discard and then your plan is exposed.
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Details
Ages: 7 and upCategory: Card GameDesigner: Jim KeiferFamily: Rummikub, Rummy GamesMechanics: Hand Management, Set CollectionPublisher: Pressman Toy Corp.Time: 60 minutesYear: 2010