1 · Look at the table
A red run lies on the table. Your rack holds, among others, a red 6 and the 7 in three colours.
Rulebook · Version 0.31
Everything you need for your first game: from unpacking the box and your first turn to corners, crosses and blocks.
Rather try it straight away? The tutorial at play.nummix.de (opens in a new tab) walks you through the game turn by turn.
Rather try it?
The tutorial explains the same interactively in about two minutes: Learn the game (opens new window).
The number space runs from 1 to 17 and has four colours. Each number is in the bag twice in each colour. There are also six jokers, each showing two colours.
Each player draws the number of tiles shown in the table from the bag and places them on their rack.
If you draw duplicate tiles (the same number in the same colour) at the start of a round, you may exchange them. After that, exchanging tiles is no longer allowed.
The first player to lay down all their tiles wins.
Whoever has no tiles left is done and gets the next place. The game ends when only one player still has tiles on their rack – or when the bag is empty and nobody can lay anything any more.
Which-way-round
Numbers always grow in reading direction: from left to right, or from top to bottom – like reading. A run 3–4–5 lies left to right (or top to bottom); 5–4–3 does not exist. For groups (the same number) the direction does not matter.
Number circle
After 17, the numbers wrap around to 1: …15–16–17–1–2…
A red run lies on the table. Your rack holds, among others, a red 6 and the 7 in three colours.
You add the red 6 to the run – it gets longer.
With three more tiles you lay a group: the same number in different colours.
Finally you draw one tile from the bag. Now it is the next player’s turn.
Three or more consecutive numbers in the same colour.
Three or four of the same number, each in a different colour.
A joker shows two colours and can replace any number in either of those two colours. Here it stands for the blue 14.
Two valid runs or groups that meet at a right angle.
A third run or group in between connects two runs or groups.
Groups and runs cross each other.
A square of 3×3 tiles in which every row and every column forms a valid run or group.
A colourful mix of valid runs, groups and jokers.
Special tiles, rule variants, new game modes, your own print files: we collect submitted ideas, test the most promising ones in a round at the table and add the best here – with the name of the person they came from.
There’s still room here. Your idea could be the first: send an idea.
nummix is an open game system. Homebrew rules, special tiles and new game modes from the community are very welcome.
Write to us at info@nummix.de.