Instant play
Opens straight in your browser. No installs, no accounts, no waiting for a lobby.
Free tile game · 2–8 players · in your browser
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. Got a crowd? Party mode seats 5 to 8 at one big table.
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.
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 50 lasts one more round than you planned.
How to play
Everyone takes 12 tiles (Party mode for 5–8 players deals 11 at 5–6 players, 10 at 7–8). One number tile is flipped face-up to start the discard pile. The rest form the draw pool.
On your turn, pick exactly one:
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.
About to drop to one tile? Call Rumbaroo! before you finish your move. Forget, and you draw 2 as a penalty. In Big Red, a false call means you draw 1 (2 at Party tables).
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 are only discarded. They never go into melds. Which ones are in the bag depends on the difficulty you pick.
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.
Whoever empties their hand first wins the round and scores everything left in the other hands:
| Number tiles | face value |
| Action tiles | 20 (30 in Big Red) |
| Wild | 30 |
The player who goes out also gets a flat +10 bonus. First to 50 wins the match by default; raise the target (up to 5000) in setup. Solo games against the computer save after every turn, so you can stop and continue later. Signed in, your saved game follows your account to your phone, tablet or computer; as a guest it stays on that device.
Learn the hop. Own the table.
120 tiles · 12 action tiles (10%)
Play Joey
The bush bites back.
132 tiles · 24 action tiles (18%)
Play Wallaby
No mercy. Every tile in the outback.
144 tiles · 36 action tiles (25%)
Play Big RedNumbers 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).
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.
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.
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.
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.
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. In Big Red, a false call (your turn ends with more than one tile, pouch included) means you draw 1 (2 at Party tables).
The round ends when someone plays their last tile. If the pool runs dry and nobody can move, the lowest hand takes the round. Going out earns the winner a flat 10-point bonus on top of the tiles left in other hands; a blocked round (or, at Party tables, three laps with no tile played) goes to the lowest hand with no bonus. Matches are first to 50 points by default, and you can raise the target up to 5000. Solo and computer games save after every turn: close the tab and pick up with Continue game. Sign in and the save follows your account, so you can start on your phone and continue on your computer (newest save wins); guests keep it on their device. Leaving gives you Save and exit, or Abandon, which counts as a loss. The host of an online table can pause it for up to 7 days and resume the same board, hands, and turn.
Why you’ll keep hopping back
Opens straight in your browser. No installs, no accounts, no waiting for a lobby.
Take on 1–3 computer rivals who meld, block, and set the croc on you.



Boomer, Matilda & Skippy
Tap to select and place on your phone, or drag and drop on desktop. Sort your rack by color or number.
Discard, meld or draw. One move per turn means every choice counts.
Rearrange the table freely, then confirm. Changed your mind? Revert the whole turn.
Score what your rivals are stuck holding. Short rounds, long rivalries.
Pull up a chair at the felt. Your first hand is one tap away.
Deal me in