Instant play
Opens straight in your browser. No installs, no accounts, no waiting for a lobby.
Free tile game · 2–4 players · in your browser
Slap a matching tile on the pile or lay down runs and groups. Meld three or more and you get a free action against a rival. Get down to one tile, shout Rumbaroo!, and go out first.
120 chunky ivory tiles: numbers 1–13 in four colors (two of each), plus Skip, Reverse, Draw 2 and Wild.
Rumbaroo mixes two things everybody loves at the table. One is the quick thrill of matching the pile by color or number. The other is the satisfying click of building runs and groups. Every turn you choose: dump a tile, meld a set, or draw.
Big melds earn a free hit on an opponent, Wilds can be swiped right off the table, and everyone is watching for that last tile. Rounds take minutes. A match to 300 lasts one more round than you planned.
How to play
Everyone takes 12 tiles. One number tile is flipped face-up to start the discard pile. The rest form the draw pool.
On your turn, pick exactly one:
Play three or more tiles from your hand into melds in one turn and you pick an opponent: they skip their next turn or draw 2.
About to drop to one tile? Call Rumbaroo! before you finish your move. Forget, and you draw 2 as a penalty.
Run: 3+ consecutive numbers in one color (no wrapping from 13 to 1).
Group: 3–4 of the same number, all different colors. Every meld on the table has to be valid when you finish your turn.
Action tiles are only discarded. They never go into melds.
See a Wild sitting in a meld on the table? Swap in the real tile it stands for and the Wild jumps into your hand. The swap counts as your meld turn.
Whoever empties their hand first wins the round and scores everything left in the other hands:
| Number tiles | face value |
| Skip · Reverse · Draw 2 | 20 |
| Wild | 30 |
First to 300 wins the match.
Numbers 1–13 in red, blue, green and yellow, two of each (104). One Skip, one Reverse and one Draw 2 in each color (12). Four Wilds.
A tile can be played if it matches the top tile’s color or number. Action tiles go on their own color or on the same action. A Wild goes on anything and you choose the new color.
On a meld turn you may lay new melds, add to melds on the table, and split or rearrange them, as long as at least one tile comes from your hand and every meld is valid when you finish. A Wild in a meld can stand for any tile.
If at least three of the tiles you melded this turn came from your hand, choose one opponent to skip their next turn or draw 2.
If your move will leave you with one tile, call “Rumbaroo!” before finishing. End your turn on one tile without calling and you draw 2.
The round ends when someone plays their last tile. If the pool runs dry and nobody can move, the lowest hand takes the round.
Why you’ll keep hopping back
Opens straight in your browser. No installs, no accounts, no waiting for a lobby.
Take on 1–3 computer rivals who meld, block and hit you with Draw 2s.
Tap to select and place on your phone, or drag and drop on desktop. Sort your rack by color or number.
Discard, meld or draw. One move per turn means every choice counts.
Rearrange the table freely, then confirm. Changed your mind? Revert the whole turn.
Score what your rivals are stuck holding. Short rounds, long rivalries.
Pull up a chair at the felt. Your first hand is one tap away.
Deal me in