Kilnrow
A numbered-tile rummy for two, three, or four players. Lay runs and groups on the kiln table, open with 25, and empty your rack.
Tiles
The set has 106 tiles: two copies of each number from 1 to 13 in red, black, blue, and yellow, plus two Wildfire tiles. A Wildfire stands in for one missing tile in a meld.
Setup
Each seat draws 14 tiles into a private rack. Everyone else sees how many you hold, not the faces. The rest of the set is the pool: 78 tiles with two players, 64 with three, and 50 with four. Seat 1 starts the first round. The starter rotates at the beginning of each later round.
Melds
A group is three or four tiles of the same number in different colors. A Wildfire fills a color the group does not already have.
A run is three or more tiles of one color in consecutive order. The sequence may wrap from 13 to 1, and a run is never longer than 13. A Wildfire fills a hole in the run, then extends it upward (after 13 comes 1).
Every meld needs at least one numbered tile. Two numbered tiles of the same number and color never form a meld, and neither does a pile of wilds on their own.
Melds sort themselves. A valid meld has a copper outline. An invalid one has a red outline. You may leave a meld invalid while you are still moving tiles. You may not end the turn that way.
A turn
A turn is exactly one of these:
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Play. Move tiles, then press End turn.
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Draw. Take back anything you changed, draw one tile from the pool, and end the turn. You may draw even when a play is possible.
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Pass. Only when the pool is empty. Take back anything you changed, and end the turn.
End turn is offered only when every meld on the table is valid, you have played at least one tile from your rack, and — if you have not opened yet — the new melds you laid total 25 or more.
Opening
Until you open, you may only start new melds, built entirely from your own rack. You may not add to a meld that was already on the table, and you may not rebuild one. A tally on the table shows your total against 25, for example 18 / 25. Once you open, you stay open for the rest of the round.
After you have opened
You may place a rack tile onto a meld or start a new meld. You may move tiles that are already on the table from one meld to another. You may take a Wildfire back by swapping in a rack tile:
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On a run, only the exact tile the Wildfire stands for — that number and that color.
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On a group, any tile of the group's number in a color the group does not already show. When two Wildfires sit in the group, you choose which one you are replacing.
The rack tile you swap in counts as a tile you played. The Wildfire does not go back to a rack. It waits in a holding spot, and the turn cannot end until it sits in a valid meld again.
A tile that started the turn on the table never finishes the turn on a rack. Reset, once you have changed something, restores the table and your rack to the exact start of the turn.
Values
A numbered tile is worth its number. A 1 is worth 1 even when it sits after a 13. A Wildfire on the table is worth the tile it stands for. A Wildfire still on a rack when the round ends is worth 25.
The clock
The turn timer defaults to 90 seconds. In the lobby it can be Off, 60, 90, or 120 seconds.
When a live clock runs out:
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A table you could legally end is committed.
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If you changed nothing, you draw one tile, or pass if the pool is empty.
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Anything else is taken back, and you draw two tiles, or however many remain.
With the timer Off, the clock is hidden. A five-minute idle limit then ends the turn as a draw and reverts your changes. It does not commit a play that would have been legal. While the pool is empty, a timeout that reverts and draws nothing, and an idle-limit draw, both count as a pass.
An automatic player moves promptly, within about ten seconds, so a timed table does not sit on the clock.
Ending a round
Emptying your rack on a legal End turn wins the round. That is going out.
The round is blocked when every seat, in one full cycle, passes or times out without changing anything, and the pool is empty the whole time. The seat with the lowest rack total wins a blocked round. Tied racks share that win.
Scoring
Scores are zero-sum.
Going out. Every other seat loses the total of their rack. Wildfires on a rack count 25. The winner gains the sum of those losses. If the other racks total 40 and 9, those seats lose 40 and 9, and the winner gains 49.
Blocked. Each seat that did not win loses the difference between their rack and the lowest rack. The winner gains that sum. Tied winners split the points evenly, rounded down. Leftover points are handed out one each, in seat order, starting from the seat that started the round.
A match is one round unless the lobby sets three or five. The highest total wins the match. A tie shares the win.
Playing the table
Press a tile, then the meld you want, or New meld. The count of tiles you have played this turn is shown as Played N. To take a Wildfire back, press the matching tile on your rack, then the Wildfire. End turn appears only when the table is legal to commit. Draw and Pass stay available whenever their rule allows. Reset appears after you change something.
The table scrolls when it grows. Your rack and the buttons stay put. Other seats watch the melds and the counts, not the faces on your rack.