the player's rack or from the table. In the case of a group of 3, the joker can be replaced by the tile of either of the missing colours. A joker that has been replaced must be used in the player's same turn as part of a new set. A set containing a joker can have tiles added to it, be split apart or have tiles removed from it. The joker can be moved or replaced in any possible way as long as you maintain a set of at least three tiles. The joker has a penalty value of 30 points if it remains on a player's rack at the end of the game Harvested tiles In the course of a turn, a tile that is "harvested" from an existing set must be played during the turn; it cannot be kept for later use. Example: if there is a 3, 4, 5 run on the table, the 3 can be harvested by putting down the appropriately colored 6, but the 3 must be used during that turn, not kept in the player's hand for later use. Scoring Once a winner has been declared, the losing players must add up the values of the tiles remaining in their racks (their score for the game). The joker has a penalty value of 30. A player's score for the game is subtracted from their current cumulative score. Once calculated, each of the losing players' scores for the game is added to the winners current cumulative score. For example- suppose in a game player A wins, player B has a score of 5, player C has a score of 10 and player D a score of 3. Player A will now have a cumulative score of 18, player B will be −5, player C will be −10 and player D will be −3. Should the game result in no winner, the player with the lowest number of tiles in their rack is the winner. Scoring is then carried out in the normal manner. If one person never had the required points to make a meld and the game is over, their points are added to the score of each of the other players. The person with the fewest points is the winner. Winning Game play continues until a player has used all of the tiles in the rack, at which point they should call