> For the complete documentation index, see [llms.txt](https://organized-chaos.gitbook.io/organized-chaos-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://organized-chaos.gitbook.io/organized-chaos-docs/rummiduck/rules.md).

# Rules

Tiles, sets, the initial meld, jokers and how a round is won.

## Tiles

There are 106 tiles: the numbers 1 to 13 in four colours, each twice, and two jokers. The jokers are the two tiles that show a duck instead of a number, one red and one black. Every player starts with 14 (`Config.StartTiles`).

## Sets

| Set   | What it is                                                                                          |
| ----- | --------------------------------------------------------------------------------------------------- |
| Group | 3 or 4 tiles of the same number in different colours                                                |
| Run   | At least 3 consecutive numbers of one colour, rising from left to right. There is no 1 after the 13 |

## The initial meld

A player's first move must be worth at least 30 points (`Config.InitialMeld`), made from their own tiles only. The table may not be rearranged for it.

## After that

Everything on the table may be rebuilt, as long as at the end of the turn only valid sets lie there and at least one tile of your own was added. Tiles from the table do not go back to the rack.

Whoever cannot or does not want to lay draws a tile. If the time runs out, the move is taken back and a tile is drawn (`Config.TimeoutTiles`).

## Jokers

A joker replaces any tile and counts its value. A joker on the table may be moved freely, but it has to be in a valid set again at the end of the turn.

A joker left on the rack when the round ends costs 30 points (`Config.JokerPoints`).

With `Config.JokerColourMatters = true` the colour of a joker counts: the red joker then only stands for red tiles, the black joker only for black ones. By default either joker stands for any tile.

## Winning

Whoever is rid of all their tiles first wins. If the bag is empty and everyone passes in turn, the player holding the fewest points wins.

The losers have the points left on their racks deducted, and the winner is credited with the sum.
