Rulebook · Version 0.31

The rulebook

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.

In 30 seconds

  1. Everyone lays number tiles into runs (e.g. 3–4–5 in red) and groups (e.g. the 7 in three colours) on a shared table.
  2. On your turn you add any number of tiles or rearrange existing constructs. At the end everything must be valid: at least three tiles, numbers ascending to the right or downwards.
  3. Your turn always ends by drawing one tile from the bag – as long as the bag still has tiles.
  4. Whoever has no tiles left on their rack is done. The first to be done wins.
  5. The game ends when only one player still has tiles (or the bag is empty and nobody can lay any more).

Rather try it?
The tutorial explains the same interactively in about two minutes: Learn the game (opens new window).

Components

  • Number tiles136
  • Numbers1–17, 2× each per colour
  • Joker tiles6
  • Racks4, with 8 feet
  • Storage bag1
  • Rulebook1

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.

Setup

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.

  • 2 players17 tiles
  • 3 players15 tiles
  • 4 players13 tiles

Goal of the game

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.

How to play

  1. The first turn of a round must consist of at least three connected tiles: either a run in one colour (e.g. 3–4–5 in red) or the same number in different colours (e.g. 7–7–7 in red, black and blue; no colour may appear twice).
  2. A construct always contains at least three tiles. You may lay and extend constructs horizontally or vertically.
  3. Constructs may cross, extend and interlock with each other.
  4. In one turn, you may lay down or add as many tiles as you like.
  5. You may rearrange any of the constructs on the table, as long as they all follow the rules again at the end of your turn. Tiles that are already on the table stay in play.
  6. If you draw a joker, you must use it or pass it on in your next turn.
  7. Every turn ends with you drawing one tile from the bag – as long as the bag still has tiles. You draw even if you laid tiles. Whoever has an empty rack is done and no longer draws.
  8. If anything on the table is invalid at the end of your turn, rearrange or take tiles back until everything fits.

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 turn in four pictures

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.

2 · Add on

You add the red 6 to the run – it gets longer.

3 · New construct

With three more tiles you lay a group: the same number in different colours.

4 · Draw

Finally you draw one tile from the bag. Now it is the next player’s turn.

What can go on the table

Run

Three or more consecutive numbers in the same colour.

Group

Three or four of the same number, each in a different colour.

Joker

A joker shows two colours and can replace any number in either of those two colours. Here it stands for the blue 14.

Corners

Two valid runs or groups that meet at a right angle.

Bridges

A third run or group in between connects two runs or groups.

Crosses

Groups and runs cross each other.

Rings and blocks

A square of 3×3 tiles in which every row and every column forms a valid run or group.

Mishmash

A colourful mix of valid runs, groups and jokers.

From the community

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.

Rule idea or question?

nummix is an open game system. Homebrew rules, special tiles and new game modes from the community are very welcome.

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