Meeple Mondays / Rules
Game rules: quick reference
How to set up, the basic rules, and how we play at Meeple Mondays. House rules are what we play unless the whole table agrees otherwise before the game starts.
Rummikub
2–4 playersSetup
- Turn all 106 tiles face down and mix them. This is the pool.
- Everyone takes 14 tiles and stands them on their rack, hidden from the others.
- Each player draws one tile: the highest goes first. Play goes clockwise.
How to play
- Sets. A group is 3 or 4 tiles of the same number in different colours (red 7, blue 7, black 7). A run is 3 or more numbers in a row in one colour (blue 4-5-6). 1 is always low: 12-13-1 doesn't count.
- Your first play must be worth 30 points or more, using only tiles from your own rack. Example: red 10-11-12 is 33 points. You can't use tiles already on the table for it. A joker counts as the tile it stands for.
- Your turn: play at least one tile from your rack, or draw one tile from the pool and your turn ends.
- Rearranging. After your first play you may split, join and move sets on the table, as long as every set is valid at the end of your turn and at least one tile came from your rack.
- Winning. The first player to empty their rack wins. Everyone else counts the tiles left on their rack; a joker left on your rack counts 30.
House rules
For points
- Play at least 3 rounds. After that, play as many rounds as the table wants. Agree when you stop.
- Score every round. Whoever goes out scores 0. Everyone else scores the total of the tiles left on their rack (a joker counts 30).
- Example: Ana goes out. Ben has 12 left on his rack, Carla has 20. Ana 0, Ben 12, Carla 20.
- Places go by the total after the last round: the lowest total is 1st, then 2nd and 3rd.
Jokers
- Name your joker. When you play a joker, say which tile it stands for: colour and number. Example: "this joker is the blue 9."
- Only that exact tile frees it. To take the joker, a player must put down the blue 9 in its place. No other tile works, even in a group where another colour would also fit.
- A freed joker goes straight back down. Whoever frees it must play it in the same turn, in a new set with at least two tiles from their own rack. It can't be kept on the rack for later.
- More flexible joker, only if everyone agrees. Before the game starts, the table can agree to use any of the joker variations below. Once the game starts, the joker rule stays as agreed.
- Score sheet: the scorekeeper can keep the score on the site, round by round: Keep score → Start a score sheet → Rummikub.
Variations (agree before the game starts)
Agree on these before the first tile is drawn.
- Group of three: either missing colour frees the joker. In red 7, blue 7, joker, the joker can be freed by a black 7 or an orange 7, whatever it was named as. This is the official rule.
- Group of three: both missing colours needed. Stricter: you must add the black 7 and the orange 7 to free it (some older editions).
- Freed joker can join any set. Instead of a new set with two rack tiles, the freed joker can go into any set on the table that turn.
- Jokers can move while rearranging. The joker can be moved to another set during rearranging, as long as every set is valid at the end of the turn. (Official rule: you may add to a set with a joker, but not take tiles out of it.)
- First play of 50 instead of 30 (older American editions).
- Wait a turn to rearrange. You may not rearrange the table on the same turn as your first play (Dutch rules).
- Time limit. 1 or 2 minutes a turn. If time runs out in the middle of a move, put everything back and draw 3 tiles as a penalty.
- Joker on your rack counts 25 instead of 30 at the end.
Mexican Train
2–8 playersSetup
- A double-12 set: 91 dominoes. Turn them face down and mix. What's left after dealing is the boneyard.
- Dominoes each, the way we deal: 2–4 players: 15 · 5–6 players: 11 · 7–8 players: 7. With more players, agree a smaller number before dealing so some stay in the boneyard.
- Round 1 starts with the double-12 in the hub (the centre piece). Each later round starts with the next double down: 11, 10 … down to double-blank.
How to play
- Your train. Everyone builds their own train from the hub towards themselves. Touching ends must match: a 5 touches a 5.
- The Mexican train is a shared train anyone can play on. It starts with a domino that matches the centre double.
- Can't play? Draw one domino and play it if you can. If you still can't, put your marker on your train. Now anyone may play on your train, until you play on it again.
- Doubles. Lay a double sideways. It must be covered with another domino before anyone plays anywhere else. If you can't cover it, draw one; if you still can't, mark your train, and the next player must cover it.
- Down to one domino? Tap the table or say "one left".
- End of a round. When someone plays their last domino, or nobody can play and the boneyard is empty. Everyone adds up the dots on the dominoes left in their hand. That is their score for the round.
House rules
- One game is enough for points: 13 rounds, from double-12 down to double-blank. The lowest total wins; 2nd and 3rd go to the next lowest totals.
- Join or leave at any round. A round you missed counts as the worst score anyone took in that round.
- Ties go to the player who missed fewer rounds.
- The scorekeeper records which double started each round. If a double gets skipped, it comes back the next round.
- Say "one left". When you're down to one domino, say it out loud. Forget, and someone catches it: draw 2 dominoes from the boneyard.
Variations (agree before the game starts)
- Double-blank left in your hand counts 50 instead of 0.
- Big first turn. On your first turn, play as many matching dominoes as you can on your own train.
- Shorter game. Play fewer rounds, for example from double-9 down.
- Box numbers: many rule books deal 12 each for 5–6 players and 11 each for 7–8. More dominoes each means longer rounds.
Jungo
2–5 playersSetup
- 72 cards: numbers 1 to 8 (eight of each) and 8 double cards (1/2, 3/4, 5/6, 7/8).
- Deal 10 cards each with 2–3 players, 8 cards each with 4–5 players.
- Look at your cards but never change their order. The rest is the draw pile (the "Jungo").
- The last person to eat a banana starts. Play goes to the left.
How to play
- Beat what's on the table. Play one or more cards of the same number that sit next to each other in your hand. More cards beat fewer cards: three 1s beat two 4s. The same number of cards: higher wins: two 7s beat two 4s.
- Take the beaten cards. Put them anywhere in your hand (you may split them up), or discard them.
- Or go to the Jungo. Draw the top card and either put it anywhere in your hand, discard it, or shout "Jungo!" and play it straight away (with matching cards next to each other in your hand if you like).
- Double cards count as either of their two numbers. Say which when you play one on its own.
- Nobody beats you? At the start of your next turn, discard your cards on the table and play anything you like.
- Winning. The first to empty their hand wins the round. The box says the first to win 2 rounds wins the game; we play to 3 (see house rules).
House rules
- For points: first to win 3 rounds wins the game. The table can agree on more rounds before starting.
- Places: 1st is whoever reaches 3 round wins first. 2nd and 3rd go to whoever won the most rounds. Equal round wins share the higher place.
Variations (agree before the game starts)
- Box rule: first to win 2 rounds wins the game.
Skip-Bo
2–6 playersSetup
- 162 cards: twelve sets of 1 to 12, plus 18 Skip-Bo cards (wild).
- Deal each player a face-down stockpile: 30 cards with 2–4 players, 20 cards with 5–6 players. Turn the top card of your stockpile face up.
- The rest of the cards are the draw pile.
How to play
- Start of your turn: draw until you hold 5 cards.
- Building piles in the middle are shared, up to 4 at a time. Each starts with a 1 and goes up one number at a time to 12. A Skip-Bo card can be any number. A finished pile (up to 12) is set aside.
- Play as many cards as you can from your hand, the top of your stockpile, or the top of your discard piles.
- Played all 5 cards in your hand? Draw 5 more and keep going.
- End your turn by putting one card from your hand on one of your own discard piles. You can have up to 4, in any order.
- Winning: the first player to play the last card of their stockpile wins.
House rules
- One game is enough for points, with full stockpiles: 30 cards each, or 20 with 5–6 players.
- Places: 1st is whoever empties their stockpile. 2nd and 3rd go to whoever has the fewest cards left in their stockpile.
- Short stockpiles (for example 10 cards each): play at least 3 games and add up the cards left in each stockpile. The lowest total is 1st.
Variations (agree before the game starts)
- Box scoring over several games: the winner of each game scores 25, plus 5 for every card left in the other stockpiles. First to 500 wins.
- Partners (4 or 6 players): you may play from your partner's stockpile and discard piles, but you can't talk strategy. The first team to empty both stockpiles wins.
Uno
2–10 playersSetup
- 108 cards. Deal 7 cards each.
- Turn the top card of the deck face up to start the discard pile.
How to play
- Match the top card by colour, number or symbol. A Wild card can always be played; you choose the colour.
- Can't play? Draw one card. If it can be played, you may play it straight away.
- Action cards: Skip (the next player misses a turn), Reverse (change direction; with 2 players it works like Skip), Draw Two (the next player draws 2 and misses a turn), Wild Draw Four (the next player draws 4 and misses a turn; only allowed when you have no card of the current colour).
- One card left? Say "Uno!" If someone catches you before the next player starts, draw 2.
- The first to play their last card wins the round.
- Card values: number cards = their number; Skip, Reverse and Draw Two = 20; Wild and Wild Draw Four = 50.
House rules
- For points: play at least 3 rounds, then as many as the table wants. Agree when you stop.
- Score every round: whoever goes out scores 0. Everyone else scores the value of the cards left in their hand.
- Example: Ana goes out. Ben holds a 7 and a Skip (27), Carla a Wild (50). Ana 0, Ben 27, Carla 50.
- Places go by the total after the last round: the lowest total is 1st.
- Score sheet: the scorekeeper can keep the score on the site, round by round: Keep score → Start a score sheet → Uno.
Variations (agree before the game starts)
- Stacking: answer a Draw Two with your own Draw Two and pass on the total. Not in the official rules.
- Draw until you can play, instead of drawing just one card.
- 7-0: play a 7 to swap hands with anyone; play a 0 and everyone passes their hand on.
- Jump-in: play an exact match (same colour and number) out of turn.
- Box scoring: the winner of each round scores the value of everyone else's cards. First to 500 wins.
Matchsticks
How to play
Not written up yet. A host can add the rules with Edit.
House rules
- For points: play at least 3 rounds and keep a running score. The best total is 1st, then 2nd and 3rd. If the game has no score, places go by rounds won.
Ticket to Ride
2–5 playersSetup
- Each player: 45 train cars, a scoring marker on 0, and 4 train cards.
- Deal each player 3 destination tickets and 1 long destination ticket. Of the 4, keep at least 2. Regular tickets you don't keep go under the ticket pile; long tickets you don't keep go back in the box.
- Lay 5 train cards face up next to the deck.
How to play
On your turn, do one of these:
- Draw 2 train cards, face up or from the deck. A face-up locomotive (rainbow card) counts as both of your draws.
- Claim a route. Pay cards of the route's colour, one per space. Grey routes take any one colour. Locomotives are wild.
- Draw 3 destination tickets and keep at least 1.
If 3 locomotives are face up at once, discard all 5 and lay out 5 new ones.
- Route points: 1 car = 1, 2 = 2, 3 = 4, 4 = 7, 5 = 10, 6 = 15.
- End. When someone has 2 or fewer cars left, everyone gets one last turn, them included. Completed tickets add their points; unfinished tickets take them away. The longest continuous route scores 10 more.
House rules
- One game is enough for points.
- Places go by the final score, after tickets and the longest route are counted.
Variations (agree before the game starts)
- 2–3 players: only one track of each double route can be used.
- Europe edition: 3 train stations each (4 points for each one you don't use), tunnels (draw 3 cards; matching colours cost extra), and ferries (need locomotives).
Catan
3–4 playersSetup
- Build the island: 19 land hexes, the sea frame and the number tokens. For a first game, use the layout in the rule book.
- Each player: 5 settlements, 4 cities, 15 roads.
- In turn order, each player places 1 settlement and 1 road. Then in reverse order, a second settlement and road.
- Take 1 resource for each hex next to your second settlement.
How to play
- Roll 2 dice. Every hex with that number pays its resource: 1 card per settlement next to it, 2 per city.
- Costs. Road: brick + lumber. Settlement: brick + lumber + wool + grain. City: 3 ore + 2 grain (it replaces a settlement). Development card: ore + wool + grain.
- Spacing. Settlements must be at least two road lengths apart.
- Trading. On your turn, trade with anyone, or with the bank at 4 of one kind for 1. A harbour you've built on gives 3:1 or 2:1.
- Rolling a 7. Anyone with more than 7 cards discards half (round down). Move the robber and steal 1 card from a player next to it.
- Development cards. Play at most one per turn, never on the turn you bought it.
- Bonus points. Longest road (5 or more): 2 points. Largest army (3 or more knights): 2 points.
- Winning. The first to reach 10 points on their own turn wins.
House rules
- One game is enough for points.
- Places: 1st is the player who reached 10 points. 2nd and 3rd go by points at that moment.
Variations (agree before the game starts)
- Friendly robber: the robber can't go next to a player with 2 or fewer points.
- 5–6 players need the extension, which adds a building phase between turns.
- Random board: shuffle hexes and numbers, but don't put a 6 next to an 8.
Carcassonne
2–5 playersSetup
- Put the start tile face up in the middle. Shuffle the other tiles face down into stacks.
- Each player: 7 meeples to play, plus 1 on the score track.
How to play
- Place a tile. Draw one tile and add it so every edge matches its neighbours: road to road, city to city, field to field.
- Place a meeple (optional). Put one meeple on the tile you just placed: on a road, city, monastery or field. Not on a road, city or field that already has a meeple on it.
- Score finished features straight away and take the meeple back. Road: 1 point per tile. City: 2 points per tile, plus 2 per shield. Monastery: 9 points once all 8 tiles around it are placed.
- Sharing. If features join and have several meeples, whoever has the most meeples scores. A tie: all of them score in full.
- End. When the last tile is placed. Unfinished road: 1 per tile. Unfinished city: 1 per tile plus 1 per shield. Unfinished monastery: 1 plus 1 per tile around it. Each farmer (meeple lying in a field): 3 points per finished city that field touches.
House rules
- One game is enough for points.
- Places go by the final score, after unfinished features and farmers are counted.
Variations (agree before the game starts)
- No farmers: leave out fields, for a quicker, simpler game.
- Expansions add rules of their own. Say which ones are in before starting.
Scout
2–5 playersSetup
- 45 cards, each with two numbers.
- 3 players: remove the 9 cards that have a 10. Deal 12 each.
- 4 players: remove the one card with 9 and 10. Deal 11 each.
- 5 players: use all the cards. Deal 9 each.
- 2 players: remove the 9/10 card, deal 11 each, and keep the other 22 for round 2.
- Everyone gets one Scout & Show chip. Look at your hand: you may turn your whole hand upside down once. After that, never reorder or flip cards.
How to play
On your turn, do one of these:
- Show. Play cards that sit next to each other in your hand and beat the cards in the middle. More cards beat fewer. With the same number of cards, a set (all the same number) beats a run (numbers in a row), and higher beats lower. The beaten cards go face down in front of you: 1 point each.
- Scout. Take one card from either end of the cards in the middle and put it anywhere in your hand, either way up. The player you took it from gets a Scout chip: 1 point.
- Scout & Show. Once per round, use your chip to scout and then show in the same turn.
End of a round: someone empties their hand, or everyone else scouts until the turn comes back to the player who showed last. Score: +1 for each card won, +1 for each Scout chip, −1 for each card left in your hand. The player whose show nobody beat doesn't lose points for their hand.
Play as many rounds as there are players. The highest total wins.
House rules
- For points: play a full game: as many rounds as there are players. With 4 players, that's 4 rounds.
- Places go by the total score after the last round.
Variations (agree before the game starts)
- 2 players: each takes 3 Scout chips and pays one to scout. You can't Scout & Show. After you scout, you take another turn.
Port Royal
2–5 playersSetup
- Each player starts with 3 coins: 3 cards face down, gold side up.
- With fewer than 5 players, remove the 5-player expedition card.
How to play
- Discover. The active player turns cards into the harbour one at a time and stops whenever they like.
- Ships pay coins. You may push a ship away if your people show at least as many swords as the ship. Ships with a skull can't be pushed away.
- Bust. A second ship of a colour already in the harbour, that you can't push away, ends your turn with nothing.
- Trade & hire. Take 1 card if there are 0–3 ship colours in the harbour, 2 cards for 4 colours, 3 cards for 5 colours. Then each other player may take 1 card by paying you 1 coin.
- Tax increase. Anyone with 12 or more coins loses half (round down).
- Expeditions. Hand in the people shown on an expedition to claim it and its points.
- End. When someone reaches 12 points, finish the round so everyone has the same number of turns. The most points wins; a tie goes to the most coins.
House rules
- One game is enough for points, played to 12 points.
- Places go by points. A tie goes to whoever has more coins; still tied, share the place.
Istanbul
2–5 playersSetup
- Lay the 16 place tiles in a 4 × 4 grid. For a first game, use the "short paths" layout from the rule book.
- Money: the first player gets 2 lira, the next 3, then 4, 5 and 6.
- Each merchant starts on the fountain with 4 assistants under it. The 5th assistant joins later, from the blue mosque.
- Rubies to win: 5, or 6 with 2 players.
How to play
- Move your merchant stack 1 or 2 places, not diagonally.
- Leave or pick up an assistant at the place, then do the place's action. No assistant to leave or pick up: your turn ends (except at the fountain).
- Meeting another merchant: pay them 2 lira, or your turn ends. Nobody pays at the fountain.
- Governor: if you meet him, you may draw a bonus card, then pay 2 lira or discard a bonus card. Then roll the dice to move him.
- Smuggler: if you meet him, you may take 1 good of your choice, then pay 2 lira or 1 good. Then roll the dice to move him.
- Family member: catch another player's family member to send it to the police station, and take 3 lira or a bonus card.
- End. When someone reaches the ruby target, finish the round. Most rubies wins; ties go to the most lira left.
House rules
- One game is enough for points.
- Places go by rubies. A tie goes to whoever has more lira left.
Variations (agree before the game starts)
- Board layouts: "short paths" for learning, "long paths" or a random layout once everyone knows the game.
Chess
2 playersSetup
- Set up the board with a white square in each player's bottom-right corner. Each queen starts on her own colour.
- White moves first.
How to play
- Win by checkmate: the king is attacked and can't escape. A player may also resign.
- Draws: stalemate (the player to move has no legal move and isn't in check), not enough pieces left to checkmate, the same position three times, or both players agree.
- Castling: the king moves two squares towards a rook and the rook jumps over it. Not allowed if either piece has moved, or out of, through or into check.
- En passant: a pawn that moves two squares can be taken by an enemy pawn beside it, as if it had moved one, on the very next move only.
- Promotion: a pawn reaching the far side becomes any piece, usually a queen.
House rules
- One game is enough for points.
- Places: the winner is 1st, the other 2nd. A draw: both share 1st.
Variations (agree before the game starts)
- Touch-move (tournament rule): if you touch one of your pieces, you must move it.
- Clock: agree a time per player per game, for example 10 minutes each.
Backgammon
2 playersSetup
- Each player has 15 checkers: 2 on their 24-point, 5 on their 13-point, 3 on their 8-point and 5 on their 6-point.
- Each player rolls one die. The higher roll starts, and moves using both numbers rolled.
How to play
- Move towards your home board by the number on each die, one move per die. A double is played four times.
- You can't land on a point with 2 or more of your opponent's checkers.
- Hitting: landing on a single enemy checker sends it to the bar. A checker on the bar must come back in, in your opponent's home board, before you move anything else.
- Bearing off: once all 15 of your checkers are in your home board, you may take them off. The first to take off all 15 wins.
- Bigger wins: a gammon (the loser hasn't taken any checkers off) counts 2. A backgammon (the loser still has a checker on the bar or in the winner's home board) counts 3.
House rules
- One game is enough for points.
- Places: the winner is 1st, the other 2nd.
Variations (agree before the game starts)
- Doubling cube: before rolling, offer to double the stakes. Your opponent accepts, or gives up the game at the current value.
- Match play: play to 3, 5 or 7 points. A normal win is 1, a gammon 2, a backgammon 3.
Pandemic
2–4 playersSetup
- Infect 9 cities: 3 cities with 3 cubes, 3 with 2, 3 with 1.
- Deal player cards: 2 players 4 each, 3 players 3 each, 4 players 2 each.
- Shuffle in epidemic cards: 4 for an introductory game, 5 standard, 6 heroic.
- Everyone starts in Atlanta, which has the first research station.
How to play
- Your turn: 4 actions (move, treat disease, build a research station, share knowledge, discover a cure). Then draw 2 player cards. Then infect cities.
- Hand limit: 7 cards.
- Discover a cure: hand in 5 cards of one colour at a research station. The Scientist needs only 4.
- The team wins by curing all 4 diseases.
- The team loses at the 8th outbreak, when any colour runs out of cubes, or when the player deck runs out.
House rules
- Everyone wins or loses together. One game is enough for points.
- Team wins: everyone who played shares 1st.
- Team loses: no places. Everyone still gets the points for coming.
Munchkin
3–6 playersSetup
- Everyone starts at level 1 with 4 Door cards and 4 Treasure cards.
How to play
- Your turn: kick open a door by turning over the top Door card. A monster: fight it. A curse: it hits you. Anything else: keep it.
- No monster? Play a monster from your hand and fight it, or take the next Door card face down.
- Fighting: your level plus your gear must beat the monster's level. Win: go up a level and take its treasure. Lose: try to run away (roll 5 or 6), or take the "bad stuff". Others may help you, or play cards against you.
- End of your turn: you may hold at most 5 cards. Give the extra cards to the lowest-level player.
- Winning: the first to reach level 10. That last level must come from killing a monster.
House rules
- One game is enough for points.
- Places: 1st is whoever reaches level 10. 2nd and 3rd go by level at that moment.
Cards Against Humanity
4+ playersSetup
- Each player draws 10 white cards.
- Pick the first Card Czar.
How to play
- The Card Czar reads out a black card.
- Everyone else plays a white card face down, or as many as the black card asks for.
- The Czar shuffles the answers, reads them out and picks a favourite. Whoever played it keeps the black card: 1 point.
- Refill to 10 white cards. The next player becomes Czar.
House rules
- For points: first to 5 points (black cards) is 1st.
- Places: 2nd and 3rd go to whoever has the most points at that moment.
Variations (agree before the game starts)
- Rando Cardrissian: each round, play a random white card from the deck as an extra "player". Rando can win points too.
- Gambling: spend a point to play a second white card in a round.
- Rebooting the universe: trade in a point to swap any number of your white cards.
Points at Meeple Mondays
What counts as a game
- One game is enough for Catan, Carcassonne, Ticket to Ride, Mexican Train, Port Royal, Istanbul, Pandemic, Munchkin, Chess, Backgammon, Skip-Bo with full stockpiles, and anything else where one game takes 45 minutes or more.
- Short games: a match. Each game above says how many rounds or games count (Rummikub and Uno: at least 3 rounds; Jungo: first to 3 rounds won). For a short game not listed here: play at least 3 rounds (or 3 games) and keep a running total.
- Places go by the total score at the end. If the game has no score, they go by rounds won.
- Agree the format before you start: how many rounds, and how places are decided. Tell the scorekeeper.
- 40 points for coming.
- 25, 10 and 5 points for 1st, 2nd and 3rd in each game, whatever the game.
- Ties share the higher place: two players tied for 2nd both get 10, and nobody is 3rd.
- The scorekeeper records everything on a phone. You don't fill anything in.