Rummikub Solitaire

A tray of numbered tiles and one job: arrange every one of them into valid sets.

No opponent and no drawing. Everything you need is already on the board, in the wrong order.

How to play Rummikub Solitaire

Drag tiles around the board to build sets. A set is either a run or a group.

A run is three or more consecutive numbers in the same colour, like a red five, six and seven.

A group is three or four tiles of the same number in different colours, like three eights in red, blue and black.

Every tile has to end up in a valid set. Tiles that are not in one are outlined, so the board tells you how far off you are.

Frequently asked questions

What counts as a valid set?

Three or more in a row of the same colour, or three or four of the same number in different colours. Anything else is left over.

Can a group have two tiles of the same colour?

No. A group is the same number in different colours, so four is the most a group can hold.

Is every deal solvable?

Yes. Each board is built by generating valid sets and then shuffling them, so an arrangement always exists.

What does the outline mean?

That the tile is not currently part of a valid set. When the last outline disappears, the puzzle is done.

About Rummikub Solitaire

This takes the tile sets from Rummikub and drops the other players, leaving the part of that game people actually enjoy: rearranging the table until everything fits.

The useful habit is to build runs first. Groups are easy to assemble from leftovers, while a run needs three specific tiles that might be propping up something else.

Every board has an answer, so being stuck means a set you have already built needs breaking up.