After your first meld, you can use every combination on the table, not just your own. On your turn you may take them apart and put them together in new ways, as long as you lay out at least one tile from your rack. For example:
- Add: put a tile at the end of a run or add the fourth colour to a group.
- Take away: take the fourth tile of a group, or the end tile of a run with at least four tiles, and use it in a new combination.
- Split: insert a matching tile to break a long run into two.
At the end of your turn, every tile on the table must be part of a valid group or run again. Tiles from the table never go onto your rack.
Example of splitting: the red run 4, 5, 6, 7, 8 is on the table, and you hold a red 6. You split the run into red 4, 5, 6 and red 6, 7, 8. Both runs are valid, and you’ve got rid of a tile.
| Splitting | Tiles |
|---|
| On the table before | Red 4 · Red 5 · Red 6 · Red 7 · Red 8 |
| From your rack | Red 6 |
| On the table after: run 1 | Red 4 · Red 5 · Red 6 |
| On the table after: run 2 | Red 6 · Red 7 · Red 8 |
Example of taking away: a group of red, blue, black and orange 9 is on the table. You hold the black 10 and 11. You take the black 9 out of the group and lay out the run black 9, 10, 11. The group still has three 9s, so it stays valid.
| Taking away | Tiles |
|---|
| On the table before | Red 9 · Blue 9 · Black 9 · Orange 9 |
| From your rack | Black 10 · Black 11 |
| On the table after: group | Red 9 · Blue 9 · Orange 9 |
| On the table after: new run | Black 9 · Black 10 · Black 11 |
Retrieving a joker: once you’ve made your first meld, you may swap a joker on the table for the tile it stands for. That tile can come from your rack or from the table. In a group of two tiles and a joker, either of the two missing colours works. You must use the joker again on the same turn in a new combination, and as always you must lay out at least one tile from your rack. The joker never goes onto your rack.
Example of retrieving a joker: the run blue 9, joker, blue 11 is on the table, so the joker stands for the blue 10. You’ve already made your first meld and hold the blue 10, the red 4 and the black 4. You put your blue 10 in the joker’s place, and the run stays valid. Then you lay out the joker straight away with your two 4s as a new group. There it counts as a blue or orange 4.
| Retrieving a joker | Tiles |
|---|
| On the table before | Blue 9 · Joker · Blue 11 |
| From your rack | Blue 10 · Red 4 · Black 4 |
| On the table after: run | Blue 9 · Blue 10 · Blue 11 |
| On the table after: new group | Red 4 · Black 4 · Joker |