The first meld (30 points)
Your opening play has its own rule. Until you make it, you can't touch the table at all.
The rule
Your first play must be one or more valid sets, all from your own rack, worth at least 30 points in total. Each tile is worth its number. You add up every set you lay down that turn.
- 101112 = 33 points. That's enough on its own.
- 555 = 15 and 789 = 24. Together that's 39, which is enough.
- 111 = 3. Low tiles barely help.
What you can't do on the first meld
- Use tiles that are already on the table, or add to other players' sets.
- Rearrange the table. That's allowed from your next turn onward.
- Count tiles that aren't in a finished, valid set.
Once your first meld is down, some groups let you keep playing on that same turn, and others make you wait a turn. Agree before the game.
Jokers in the first meld
A joker counts as the number it stands for. In 9☺11, the joker is a 10, so the run is worth 30.
If you can't make 30
Draw one tile and your turn ends. That's common in the first few rounds. Keep your high tiles together, because they get you to 30 fastest.
Tips
- Look for high runs and groups first (10s to 13s).
- Two small sets can add up. Don't stop at the first set you see.
- If you make 30 with tiles to spare, think about holding some back so you have options next turn.
Let the solver check
In the solver, mark your rack in step 2 and tick First meld. It finds the highest-scoring opening play from your own tiles, or tells you to draw if you can't reach 30. Try this example.