Free tile game · 2–4 players · in your browser

Match it.
Meld it.
Rumbaroo!

Slap a matching tile on the pile or lay down runs and groups. Meld three or more and you get a free action against a rival. Get down to one tile, shout Rumbaroo!, and go out first.

  • No download
  • No sign-up
  • Phone, tablet & desktop
Rumbaroo, a cheerful kangaroo dealer in a green visor and gold-trimmed vest, holding a fan of ivory number tiles while a joey peeks out of the pouch with a tile

Chunky ivory tiles: numbers 1–13 in four colors (two of each), Wilds, and up to ten kangaroo-country action tiles, from a cheeky Hop to the Croc Snap.

Two classic table moves.
One very jumpy game.

Rumbaroo mixes two things everybody loves at the table. One is the quick thrill of matching the pile by color or number. The other is the satisfying click of building runs and groups. Every turn you choose: dump a tile, meld a set, or draw.

Big melds earn a free hit on an opponent, Wilds can be swiped right off the table, and everyone is watching for that last tile. Rounds take minutes. A match to 300 lasts one more round than you planned.

How to play

Learn it in one hand

  1. 1

    Deal 12

    Everyone takes 12 tiles. One number tile is flipped face-up to start the discard pile. The rest form the draw pool.

  2. 2

    Do one thing

    On your turn, pick exactly one:

    • Discard: play a tile that matches the top of the pile by color or number.
    • Meld: lay down runs and groups, or add to and rearrange melds already on the table.
    • Draw one tile. If it matches the pile, you can play it straight away.
  3. 3

    Meld 3+, earn a free action

    Play three or more tiles from your hand into melds in one turn and you pick an opponent: they miss their next turn or draw 2.

  4. 4

    Shout “Rumbaroo!”

    About to drop to one tile? Call Rumbaroo! before you finish your move. Forget, and you draw 2 as a penalty.

Melds

Run: 3+ consecutive numbers in one color (no wrapping from 13 to 1).

Group: 3–4 of the same number, all different colors. Every meld on the table has to be valid when you finish your turn.

Action tiles

  • Hop
    Hop: the next player misses a turn.
  • Rang
    Boomerang: play order flips and the tile played just before it flies back to its owner (a Hop with two players).
  • Pouch
    Pouch: tuck one tile away face-down, safe until you need it.
  • Dingo
    Dingo: steal a tile off a table meld, if what is left still holds up.
  • Billa
    Billabong: colorless; plays on anything and you name the next color.
  • Mob
    Mob: everyone passes a tile to the next player.
  • Swap
    Outback Swap: blind-trade a random tile with an opponent you choose.
  • Dust
    Dust Storm: everyone buries a random tile and draws a fresh one.
  • Croc
    Croc Snap: the next player draws 3, unless they snap back with their own croc (+3).
  • Didge
    Didgeridoo: call a number; everyone else plays one or draws 1.
  • Wild
    Wild: plays on anything (you name the color), or stands in for any tile in a meld.

Action tiles are only discarded. They never go into melds. Which ones are in the bag depends on the difficulty you pick.

Swipe the Wild

See a Wild sitting in a meld on the table? Swap in the real tile it stands for and the Wild jumps into your hand. The swap counts as your meld turn.

Scoring

Whoever empties their hand first wins the round and scores everything left in the other hands:

Number tilesface value
Action tiles20 (30 in Big Red)
Wild30

First to 300 wins the match.

Pick your difficulty

Joey Easy

Hop, Boomerang, Pouch.

120 tiles · 12 action tiles (10%)

Wallaby Intermediate

Joey’s tiles plus Dingo, Billabong, Mob.

132 tiles · 24 action tiles (18%)

Big Red Pro

Everything, plus Outback Swap, Dust Storm, Croc Snap, Didgeridoo. Action tiles left in hand cost 30.

144 tiles · 36 action tiles (25%)

Full rules & fine print

The tiles

Numbers 1–13 in red, blue, green and yellow, two of each (104), plus four Wilds, in every mode. Action tiles by mode: Joey has one Hop, Boomerang and Pouch per color (12; 120 tiles). Wallaby adds one Dingo and Mob per color and four colorless Billabongs (24; 132 tiles). Big Red adds one Outback Swap and Croc Snap per color, two Dust Storms (red, yellow) and two Didgeridoos (blue, green) (36; 144 tiles).

Action tiles in detail

Boomerang: reverses play; the tile played just before it goes back to the player who played it (never another Boomerang, and not the opening tile). Pouch: hide one hand tile face-down (max one). It still counts toward your tiles, is safe from Mob, Outback Swap, Dust Storm, Didgeridoo and Dingo, and can be taken out on a later turn and played as if from your hand. Croc Snap: the next player must play a Croc Snap (passing on +3 more) or take all the tiles and lose the turn. Didgeridoo: each other player holding the called number plays one onto a table meld if it fits, otherwise under the discard pile; anyone without it draws 1. Emptying your hand this way wins the round.

Discarding

A tile can be played if it matches the top tile’s color or number. Action tiles go on their own color or on the same action. A Wild or Billabong goes on anything and you choose the new color.

Melding

On a meld turn you may lay new melds, add to melds on the table, and split or rearrange them, as long as at least one tile comes from your hand and every meld is valid when you finish. A Wild in a meld can stand for any tile.

Free actions

If at least three of the tiles you melded this turn came from your hand, choose one opponent to miss their next turn or draw 2.

Calling Rumbaroo

If your move will leave you with one tile, call “Rumbaroo!” before finishing. End your turn on one tile without calling and you draw 2.

Ending a round

The round ends when someone plays their last tile. If the pool runs dry and nobody can move, the lowest hand takes the round.

Why you’ll keep hopping back

Built for quick, cutthroat fun

Instant play

Opens straight in your browser. No installs, no accounts, no waiting for a lobby.

Smart opponents

Take on 1–3 computer rivals who meld, block, and set the croc on you.

Tap or drag

Tap to select and place on your phone, or drag and drop on desktop. Sort your rack by color or number.

Every turn matters

Discard, meld or draw. One move per turn means every choice counts.

Undo-friendly melding

Rearrange the table freely, then confirm. Changed your mind? Revert the whole turn.

Race to 300

Score what your rivals are stuck holding. Short rounds, long rivalries.

The dealer’s ready. Are you?

Pull up a chair at the felt. Your first hand is one tap away.

Deal me in