

Multiplayer Rummi board game ideal for LAN parties, family game night, long flights, camping trips and areas where an Internet connection is not available. All playing devices are required to be connected over the same LAN (Local Area Network), or the Wi-Fi network or Hotspot.
Overview
Multiplayer Rummi board game ideal for LAN parties, family game night, long flights, camping trips and areas where an Internet connection is not available. All playing devices are required to be connected over the same LAN (Local Area Network), or the Wi-Fi network or Hotspot.
Description
Multiplayer Rummi board game over local Wi-Fi, ideal for family game night, LAN parties, long flights, camping trips and areas where an Internet connection is not available nor desirable. All playing devices are required to be connected over the same LAN (Local Area Network), or the Wi-Fi network or one device can be used as a Hotspot and all other devices connect to the same Hotspot. No other accounts required to play this game.
There are two boards or racks in this game: one is private, only visible to the player, and another public board visible to all players.

Melding is the process of moving tiles from the private rack to the public board, according to the rules of the game.
Each tile or playing piece is worth the number of points depicted on its face. To win the game, a player must move all of the tiles from the private board to the public board. If no player empty their private board, the player with the least tiles points remaining on their private board.
Start with 14 tiles. Meld them all to win. There are 106 tiles for 2–4 players and 160 for 5–6.
Three or more consecutive numbers of one colour. Numbers run from 1 to 13; 13 cannot wrap to 1.

Three or four tiles of the same number, all in different colours.

Use only your rack to make one or more complete runs or groups worth at least 30 points together. Every selected tile must fit.

Example points calculations: 12 + 21 = 33 ≥ 30
A joker replaces a missing tile and scores its represented value in a meld. A meld cannot contain only jokers.

Example points calculations: 10 + 11 + 12 = 33
Add to or rearrange public melds. Play at least one rack tile, keep all public tiles on the board, and leave every meld valid.

Select tiles, then drop on highlighted board cells or use Meld in full-rack mode. Finish meld confirms your play and ends your turn.
Draw takes one tile and ends your turn. Undo cancels unfinished changes. Draw is disabled during an unfinished meld; undo it first.
When time runs out, unfinished changes are undone, a tile is drawn if available, and the turn ends.
If the pool is empty and everyone passes, the lowest rack score wins. Numbered tiles score their face value; each remaining joker scores 30.
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