Tile Rummy Solver
Works with Rummikub and other tile rummy games. Tap the tiles that are on the table and the tiles in your rack. The solver rearranges the whole table to play as many of your tiles as possible.
Every tile comes in two copies. Tap to count them:
none
1 tap = one
2 taps = both
3rd tap clears it
1Mark the tiles on the tableEvery tile in the middle, from all sets
0 jokers
2Mark the tiles in your rackOnly your own tiles
0 jokers
How to use the solver
- Mark the table. In step 1, tap every tile on the table, from all players’ sets. Tap a tile twice if both copies are out. Add any jokers on the table with the + button.
- Mark your rack. In step 2, tap the tiles you’re holding, and add your jokers.
- Find the best move. Press the button. The solver checks every way to rearrange the table and shows the move that plays the most tiles from your rack. For your opening play, tick First meld first.
- Play it and keep going. Copy the sets onto the real table, then tap I played this move. Your board is saved for the next turn.
Want practice? Try the practice puzzles, or read the FAQ.
Each tile exists twice in a Rummikub set, so you can mark at most two copies across the table and your rack. A grey dot means that copy is already marked in the other grid. Runs are 3 or more consecutive numbers in one color; groups are 3 or 4 tiles of the same number in different colors. The solver checks every legal way to rearrange the table, so the answer is the true best move, not a guess.