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A The object is to be the first to get rid of all of your tiles by melding them in combinations on the table. The possible combinations are:groups, consisting of three or four tiles of the same number.
· Rules:
runs, consisting of three or more consecutive numbers of the same colours. (Note that unlike some other games, in Sabra the '1' tiles are always low in runs: 1-2-3 is a valid run; 12-13-1 is not.)
No tile may belong to more than one combination at the same time.
Jokers can be used as substitutes for any numbered tile of any colours to make up a valid combination.
A turn consists of either drawing one tile from the pool or melding one or more tiles from hand by placing them face up on the table.
The first meld made by each player must consist of one or more combinations formed entirely from that player's hand, where the total numbers of the tiles used add up to 30 or more. If a joker is used, it counts as the number of the tile it represents.
Having placed an initial meld, in the same or subsequent turns a player can meld by placing one or more tiles from hand face up on the table, and if necessary rearranging the tiles on the table to form new combinations. At the end of the player's turn at least one tile must have been added from hand, and all the combinations on the table must be valid groups and runs.
A combination which contains a joker can have further tiles added to it, but nothing can be taken from it, nor can it be rearranged in any way while there is a joker in it. For example if a run has a joker at one end the joker cannot be moved to the other end in order to add a tile. However, a player who has in hand the tile which is represented by a joker on the table, the player can substitute the real tile for the joker and then re-use the joker in some combination on the table. A joker released in this way cannot be taken into the player's hand for later use. In the case of group consisting of two equal tiles and a joker, the joker can be replaced by a matching tile of either of the missing colors.
Because of the complexity of the possible rearrangements, it is usual to set a time limit for a turn, for example two minutes. When you have finished your turn, you say "pass", and the next person can play.
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Rummy set*1
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