General
The aim is to be the first player to place all tiles from your rack onto the table.
The aim of the game is to be the first player to get rid of all of one's tiles by placing them on the table. Upon doing so, the winning player scores all the points represented by the tiles remaining on opponents' racks (as penalty points charged to those opponents).
Setup
Each player starts the game by drawing 14 tiles from the pool.
At the start of the game, each player takes 14 tiles from the pool, drawn as two face-down stacks of 7 tiles each. These tiles are placed on the player's personal rack and kept hidden from other players.
Turn structure
On your turn, you must either draw one tile from the pool or play one or more tiles from your rack onto the table.
During a turn, a player may either: (A) Draw one tile from the pool and add it to their rack, ending their turn; or (B) Lay one or more tiles from their rack onto the table to form new sets, extend existing sets, or manipulate sets already on the table. A player cannot both draw and play tiles in the same turn.
Restriction
A player's first play (initial meld) must consist of sets totaling at least 30 points in face value.
To enter the game, the first set or sets placed on the table by a player must have a combined face-value total of at least 30 points. Tile face values equal their number (e.g., a '7' tile is worth 7 points). The joker's value in an initial meld is the value of the tile it represents. A player may not build upon or manipulate any sets already on the table prior to completing their initial meld.
Restriction
A player may delay their initial meld by continuing to draw one tile per turn.
A player may choose to delay entry into the game by picking one tile from the pool on each of their turns instead of playing. This continues until the player is ready and able to make a valid initial meld of at least 30 points.
Restriction
Before completing their initial meld, a player may not build upon or manipulate any sets already on the table.
Prior to making their initial meld (and during the turn of the initial meld itself), a player may only place tiles directly from their own rack. They may not add to, split, rearrange, or otherwise manipulate any sets that other players have already placed on the table. This restriction is lifted after a player has completed their initial meld.
General
Valid sets are either a 'run' (3+ consecutive numbers of the same color) or a 'group' (3–4 tiles of the same number in different colors).
There are two types of valid sets: (1) A RUN consists of three or more consecutive numbers, all of the same color (e.g., red 4-5-6-7). The number '1' tile may only be used before '2' and never after '13'; runs do not wrap around. (2) A GROUP consists of three or four tiles sharing the same number but each of a different color (e.g., three '9' tiles in red, blue, and black). Duplicate colors are not allowed within a group. All sets on the table must be valid at the end of every turn.
Restriction
The '1' tile may only be used before the '2' tile in a run; it cannot follow the '13' tile.
The number '1' tile can only be placed at the low end of a run (before '2'). It cannot be used after the '13' tile; runs do not wrap around. For example, '12-13-1' is not a valid run.