Tile Rummy Solver

Joker rules and tips

There are only two jokers, and they're the most powerful tiles in the game.

What a joker can do

A joker stands in for any tile you need to finish a set: 6☺8 is a red run with the joker as red 7, and 1111☺ is a group with the joker as red or orange 11.

Taking a joker from the table

If a joker is on the table and you hold the exact tile it stands for, you can swap your tile in and take the joker. In 6☺8, a player holding 7 can take the joker.

The 30-point penalty

A joker left on your rack when someone else goes out costs you 30 points. Holding one until the very end is a gamble.

Smart joker play

Jokers in the solver

Use the + buttons next to each grid to add jokers on the table and in your rack. The solver decides what each joker should stand for and shows it as ☺ in the answer. Try the joker puzzle.