Each round, The Joker will cause anarchy and change the rules for the next round! At the end of the 7 round game, everyone will score bonuses for any players they eliminated, and, if not eliminated themselves, will reveal their Super-Villain identity and add any corruption points contained in their Super-Villain's wallet. For example: on the table is a set of four 4's and a run of blue 8-7-joker; in your hand you have two blue sixes and a blue three; you may substitute one blue 6 for the joker and make a new blue run of 6-joker-4-3, stealing the blue 4 from the set of 4's. The new run uses two tiles from your hand, along with the joker and one other tile from.
The Joker is unquestionably one of the greatest villains in the history of comic books. As Batman's arch-nemesis, he's been terrorizing Gotham City since his debut in 1940, with crimes ranging from bank robberies to an attempt to be the first man to commit murder on the moon, and all the way to widespread destruction that's left an entire city turned into grinning zombies hell-bent on destruction—and befitting a character that great, his popularity hasn't just been confined to comics.
Unfortunately, while the Joker's greatness has resulted in some genuinely great performances, the character's track record outside the comics hasn't exactly been spotless. With over a dozen major appearances in TV, movies, and video games, the the varied interpretations of the Clown Prince of Crime have cast a pretty wide net from amazing to terrible, and we've taken the time to rank them all from worst to best.
Want to see which one reigns supreme and which ones just can't cut it? Read on!
Scooby Doo Joker (Larry Storch)
Despite coming in dead last on our list, the version of the Joker that appeared on The New Scooby-Doo Movies isn't unforgivably terrible—which is unfortunate in a way, because that would at least be fun to talk about. This guy is just flat-out boring, to the point of being functionally indistinguishable from any other weirdo who dressed up as a monster to fake a haunting before ultimately being defeated by a gang of meddling kids. And that might be an even bigger problem.
It's one thing to be taken down by Batman—that's like a supervillain badge of honor—but the Joker and the Penguin remain two of the only bad guys who somehow managed to not scare Scooby-Doo, a character who's literally defined by being afraid of everything. They end up doing the opposite, planning to frighten the gang and ending up enticing Scooby to chase them with the sight of delicious bones. The only way that could've been a worse plan is if they'd dressed up as improbably huge sandwiches.
The devastating failure on display here only cements the bottom-of-the-barrel position that Scooby-Doo's Joker earned. The only thing that's really worth mentioning about him is that he was played by veteran comedian and actor Larry Storch, and let's be real here: that's only really interesting if you're the kind of person who likes to get into some hardcore trivia about the cast of F-Troop.
The New Adventures Of Batman Joker (Lennie Weinrib)
If you ever want to develop a whole new appreciation for Batman: The Animated Series, take some time to head back to 1977 for The New Batman Adventures and its roster of paper-thin plots and extremely off-model character designs. Seriously, reversing the colors on Robin's logo is one thing, but the Riddler showing up in a hot pink costume and Catwoman wandering around wearing a yellow shirt with a lion on it like she just got back from a third-grade field trip to the zoo? It's rough stuff, friends.
Amazingly, the Joker managed to escape that particular flaw in the show, but 'he looks a lot like he does in the comics' is about the only good thing you can say about him. His major accomplishment during the show's entire 16-episode run was losing an election for President of Criminals when the Penguin invented a mind-altering substance called 'crime slime.'
Put aside for a moment the fact that holding an election for the President of Crime is a genuinely amazing concept, and that the Joker announces his candidacy by driving through a wall and literally throwing around fistfuls of cash, and consider this: if you can't win an election against the Penguin, what are you even doing?
Son of Batman Joker (Dee Bradley Baker)
In all honesty, we only included Dee Bradley Baker's turn as the Joker on this list in order to be as thorough as we can. That's not to knock the guy, but as the Joker's appearance in Son of Batman is limited to appearing as a shadow on a wall and letting out one (1) laugh—exactly eight 'ha's, for those of you keeping track—we don't really have a whole lot to go on.
Super Friends Joker (Frank Welker)
The Super Friends saga ran for eight years under various titles, but thanks to some rights issues with The New Adventures of Batman, the Joker only ever appeared once, in 1985's 'The Wild Cards.' That in itself isn't a bad thing, since a lot of great villains are best used sparingly, but the problem is that the Joker is barely even involved in the plot.
Instead, the premise of the episode involves Darkseid—the all-powerful space god whose all-encompassing evil mostly manifested itself as giving bank robbers the power to rob banks more efficiently—forming the playing card-themed Royal Flush Gang, with the Joker disguised as Ace. Spin and spell game. Again, it's not a bad plan, but if your story calls for a chalk-white villain named after a playing card to dress up as a different chalk-white villain named after a playing card, maybe things are getting a little needlessly complicated.
On the other hand, it did result in a pretty fantastic action figure.
Young Justice Joker (Brent Spiner)
You know those nerdy t-shirts where someone just drew, like, Finn and Jake from Adventure Time riding around in the DeLorean from Back to the Future or whatever? Young Justice's version of the Joker feels a lot like that, but stretched out into a character who menaces a bunch of teenage superheroes for a solid 22 minutes. He's the Joker, but he looks like David Tennant as the Doctor and is voiced by Brent Spiner from Star Trek: The Next Generation.
On paper, that's not a terrible idea, and to its credit, Young Justice had some pretty good luck with its celebrity stunt-casting—Danny Trejo as Bane is probably the best thing that show ever did—but the end result is that he's overshadowed by.. well, by at least nine other versions of the character.
LEGO Batman: The Videogame (Steve Blum)
Here's the weird thing about Steve Blum's performance as the Joker: it's really only here on a technicality. That's not a knock against Blum as an actor — he's one of those extremely prolific voice actors who's been in pretty much anything you can imagine, including serving as the voice of Wolverine in about a dozen projects — but rather has a lot to do with how those games used to be structured.
See, the original gag with the storylines of the LEGO games is that since they were adapting incredibly popular franchises like Star Wars, Harry Potter, and Indiana Jones, the developers figured everyone playing the games already knew the story. That gave them the freedom to present their versions as a slapstick pantomime version, with all the dialogue that players already knew by heart replaced with incomprehensible muttering and the occasional wordless reaction.
LEGO Batman, on the other hand, was the first time the franchise had dipped its toe into an original story, but they kept the pantomime stylings for the first outing. As a result, Blum lent his voice to both Batman and the Joker (along with a handful of other characters), but didn't wind up doing much more than a few grunts and a peal or two of maniacal laughter in the role.
The Dark Knight Returns Joker (Michael Emerson)
To say the role of the Joker in an animated version of Frank Miller's classic The Dark Knight Returns presented a challenge is putting things pretty mildly. Not only were the cast and crew presented with the task of adapting a story that many readers considered to be the definitive Batman tale, but the Joker himself spends the story moving from nearly catatonic in the absence of his eternal sparring partner to a massive killing spree broadcast live on television, designed for the sole purpose of luring Batman into a final confrontation.
More than almost any other take on the character, this one required range, and in the absence of the ideal candidate—Cesar Romero would've made the perfect back-from-retirement Joker, but unfortunately died in 1994—Person of Interest star Michael Emerson got the job. He does some interesting things with the part, but it doesn't quite hang together as well as it should. His flat, disaffected delivery in the early parts of his arc, playing opposite Conan O'Brien as a talk show host, doesn't really come off as a person who doesn't care about the lives of the people around him, who's going to murder all of them to reach the one person who does matter.
It's only at the end of the movie, when the Joker is fighting Batman for one last time, reveling in his own death, that Emerson's acting reaches a fever pitch that truly serves the story.
LEGO Batman: The Movie - DC Super-Heroes Unite (Christopher Corey Smith)
If you enjoyed the big-screen LEGO Batman movie, then we have good news and bad news. The good news is that there's already a second LEGO Batman movie you can watch—and in fact, it's been available on home video since 2013! But here's the bad news: it's really just an expanded adaptation of the storyline from the LEGO Batman 2 video game.
Really, though, that's only bad news if you've already played the game. If you haven't, the actual storyline is really fun, with the Joker and Lex Luthor teaming up to terrorize Gotham City with a laser beam that can deconstruct anything made of black LEGO bricks, like, say, everything that Batman owns. The voice acting is solid, too, especially since Clancy Brown reprises his Superman: The Animated Series and Justice League Unlimited role as the definitive voice of Lex Luthor.
Christopher Corey Smith, who also played the Joker in the second and third LEGO Batman video games once they'd moved to a fully-voiced story mode, is really just turning in a pretty standard riff on Mark Hamill's Joker. It's perfectly good and highly enjoyable, but once again, it's not quite the original.
Game Joker Games
DC Super Friends Short Joker (John Kassir)
When you're hiring someone to play the Joker, it stands to reason that two of the most important qualifications are going to be a morbid sense of humor and an insanely creepy laugh. If that's the case, you could do a hell of a lot worse than just going out and getting the guy who played the Cryptkeeper on Tales From the Crypt. And that, boils and ghouls, is exactly what happened in 2010, when John Kassir lent his voice to a series of shorts packaged with Fisher-Price's line of Super Friends toys.
It's a pretty obscure entry in the grand Joker canon, but it's also a solid performance. He doesn't recycle his Cryptkeeper voice in the way you'd expect—something that makes sense since the Joker's vocal cords aren't quite as rotted away as the Keeper's—but that mocking howl of laughter is unmistakable, and works really well.
It's definitely an interesting choice, though, especially when you consider the audience. Since Super Friends was directed at kindergarteners, throwing it back to an HBO horror anthology from 1989, like recycling sound effects and music from the original Super Friends, seems like it was designed to entertain the folks who made it a little more than the kids.
DC Super Friends Joker (Lloyd Floyd)
On one hand, Lloyd Floyd's take on the Joker scores a lot of points just by happening in a cartoon in 2015 and not just being someone doing their best impression of Hamill. On the other hand, it's also not a very distinctive performance. It's not that it's bad, it's just that it's the first voice you'd think of if you were given the concept of a bank-robbing clown: a little bit manic, a little bit menacing, shrieking his way through crimes and getaways.
But on the third hand, the Joker we're given in DC Super Friends is actually really great, if only because of how much he clearly hates working with the Riddler. Floyd's audible eye-rolling and his grumpy 'make me laugh, not think' as the two gimmick crooks make their getaway adds a high point to the performance that elevates it just above the standard.
How To Play The Game Joker
And on a fourth, far less relevant hand, 'Lloyd Floyd' is a pretty amazing name, and that's gotta be worth something.
Suicide Squad Joker (Jared Leto)
If you can get past the design that starts with a tattoo of the word 'damaged' on his forehead and just spirals out from there until he looks like he should be performing alongside Dark Lotus at this year's Gathering of the Juggalos, and you can get past all the stories of Jared Leto going Method and sending his co-stars live rats, dead pigs, and used condoms, what you're left with is.. well, not much of anything, really.
For all the hype surrounding Leto's appearance as the Joker in Suicide Squad, it pretty much amounted to about ten minutes of screentime that were mostly there for Harley Quinn's origin story.
Arkham: Origins Joker (Troy Baker)
When Arkham City was announced as Mark Hamill's final outing as the Joker, there was a pretty big problem. As Batman's arch-nemesis, the Clown Prince of Crime was definitely going to be in the next game, which told the story of an encounter much earlier in Batman's career. Thus, the role of the Joker fell to Troy Baker, and the problem here is obvious: he pretty much just did a dead-on impression of Hamill's Joker for the entire game.
To be fair, he actually does a really good job of it, and the sequence of the game that explores Joker's origins and his thoughts on Batman is absolutely the high point of the game. Even the fact that it takes the Joker's seduction of Harley Quinn, a process that took months in the comics, and compresses it down to about 15 minutes works incredibly well with the ramped-up style of the Arkham games. A lot of that comes from the writing, but you can chalk up a good amount up to Baker and Harley Quinn actress Tara Strong, who do great with the material.
At copy is never going to beat the original. But hey, this is the role that allowed Baker, who also starred in the Lego Batman and Telltale Batman games, to be the only actor to play Batman and the Joker in major roles.
Gotham's Jerome Valeska (Cameron Monaghan)
In the first episode of Gotham, there's a scene when Edward Nygma shows up and just inexplicably starts talking about riddles, a wink to the audience so big that it's pretty easy to mistake it for a TV show having a full-on stroke, but we don't think anyone ever expected it to get to the level that we saw with Jerome Valeska.
Jerome is the ultimate case of Gotham wanting to have its cake and eat it, too. The people behind the show clearly know that they can't really have the Joker show up years before Bruce Wayne becomes Batman on account of his origin story being so tightly intertwined, so they just went ahead and created a guy who isn't technically the Joker, but is definitely a maniacal supervillain with a permanent rictus grin who dresses as a circus clown and wants to sow chaos wherever he can. They even drop him into stories that lift heavily from comics like Death of the Family and The Killing Joke—the only difference is that this guy doesn't want to kill Batman. He just really, really wants to kill some rich 12-year-old named Bruce Wayne.
But as weird as that might be, it's undeniable that Cameron Monaghan's performance is also ridiculously compelling. The more you find out about him, the more you want to watch just to see how far they're willing to go—and considering that they were willing to go as far as to have Li'l Bruce just straight up punch his face off, it definitely made for some pretty wild television.
Arkham Series Joker (Mark Hamill)
First things first: the Arkham franchise has produced some of the best video games in recent memory, and without question the best Batman games ever. Unfortunately, even though they got the legendary Mark Hamill to do the voice for three out of four—more on him in a minute—they also ended up giving us a Joker who has what might be the single stupidest master plan in the character's 75-year history.
Seriously, just stop for one minute and think about what he's up to in the first game: This is a scheming madman who not only stages a full-on takeover of Arkham Asylum, but also arranges the shutdown of Blackgate Penitentiary so he can stock the madhouse with a seemingly endless array of armed thugs ready to do his bidding. It's an intricate and effective plan, and goes exactly right, herding Batman through a series of increasingly challenging obstacles to push him to his limits and keeping him exactly where the Joker wants him while he prepares for his ultimate masterstroke.
And then he decides that the best way to cap off this plan is to turn himself into a giant drug monster and get into a fistfight with a guy who's done nothing but beat the living hell out of giant monster people for the past, oh, ten hours or so. The only thing dumber than that is that Batman has to beat him by exploding his own fist with plastic explosives, because apparently that's how the people who make those games think punching works.
The Batman Joker (Kevin Michael Richardson)
To put it mildly, the character redesigns on The Batman were pretty divisive for fans, but in all fairness, the show's producers were given one of the least enviable tasks in animation. Not only did they have to build their early episodes around stories that incorporated the 'Batwave' gimmick of the accompanying toy line, they also had to labor in the shadow of Batman: The Animated Series. Not only was that show lauded as being the best take on Batman and his villains, it was hailed as one of the best cartoons of all time. Trying to follow that is a pretty monumental task.
It make sense, then, that for Batman's most iconic foe, character designer Jeff Matsuda would try to go as far as possible from Bruce Timm's slick, minimalist design — and it makes just as much sense that a good number of fans would absolutely hate it on sight. The dreadlock-style hair and a spiral-patterned straitjacket with plenty of tricks up its literal sleeves feel like the complete opposite of the tailored suit and string tie that came right before it, and while there's still a debate among fans as to whether or not it was actually any good, it's commonly remembered as a pretty big misstep.
That's a shame, too, because that version of the Joker is actually in some pretty good stories that, while not as far afield from previous takes, certainly worked with a different tone. 'The Laughing Bat,' for example, involves the Joker taking a turn as a vigilante and then dosing Batman with Joker Venom so that he has a 'villain' to fight, and that's a pretty brilliant setup.
LEGO DC Comics Super-Heroes: Justice League - Gotham City Breakout Joker (Jason Spisak)
Like Batman himself, the Joker can take many forms. He can be a sinister, smiling murderer with a triple-digit body count, a comedy-obsessed bank robber, and sometimes—sometimes—he can be a criminal so delightfully manipulative that he can bring down an entire city armed only with a spoon.
That's what this installment of the often-overlooked LEGO DC Comics Super-Heroes series introduces to the mythos: Spoony, the Joker's new sidekick (not coincidentally also voiced by Jason Spisak). Sure, he might just look like a sharpened spoon that the Joker used to dig his way out of Arkham Asylum, a structure that could really use a good once-over from the building inspector, but he's been blessed with the uncanny ability to reflect Superman's heat vision and bust that madhouse wide open.
The Game Joker
Believe it or not, Joker schemes that are actually funny are pretty rare these days, and when the plot in this direct-to-video project was combined with Spisak's smarmy, mocking voice, it ended up being genuinely hilarious.
Batman: Return of the Caped Crusaders Joker (Jeff Bergman)
While Batman: Return of the Caped Crusaders saw the very welcome return of Adam West, Burt Ward, and Julie Newmar to the roles of Batman, Robin, and Catwoman, the rest of the main cast was given the pretty unenviable task of not just playing villains, but specific version of villains that were identified with actors who had unfortunately died years before.
For Jeff Bergman, that meant playing Cesar Romero playing the Joker, an undoubtedly tough spot that involved not only the performance itself, but trying to figure out how much of an impression you can do before the whole thing turns ghoulish. He does the job wonderfully, full of over-the-top trills and rolled Rs that feel more like a tribute to the original performance than a bit of theatrical tomb raiding.
Gotham's Jeremiah Valeska (Cameron Monaghan)
From day one, Gotham has been a show that wanted to have its cake and eat it too, and there's no character who embodies that spirit more than Jeremiah Valeska. In a show that spent years being a Batman show without Batman, where the Riddler wasn't the Riddler yet and the Penguin wasn't the Penguin yet, but all of the weirdest elements of the franchise like the Order of St. Dumas and Professor Pyg are all present and accounted for, he's the closest we got to the Joker, and he still doesn't quite make it.
Not only is he a double fakeout — the twin brother of the guy that we thought was going to be the Joker before he died, who then got dunked in chemicals and took a liking to purple suits — he also comes as close as you can possibly get to being the Joker without actually stepping across the finish line. Even in the series finale, he steadfastly refuses to pay off the setup, instead referring to himself by every J-name in the book except the one we want.
And as frustrating as it is, that's also kind of great. There's a deliberate goofiness to the way he dances around it — like telling Ecco, who sounds and looks exactly like Harley Quinn, that 'there will never be one like you' — that's genuinely charming and fun. He's the kind of character that makes you wish the entire series had been this bonkers from the beginning.
Batman: The Brave and the Bold Joker (Jeff Bennett)
Batman: The Brave and the Bold was another show that had to react to the long-lasting legacy of Batman: The Animated Series, hitting the small screen shortly after the finale of Justice League Unlimited brought an end to the DC Animated Universe. The solution that show hit upon, though, was to take the entire aesthetic in a different direction rather than just the character designs.
Rather than doing a series so dark it had to be drawn on black paper, BatB focused on high adventure in lighter, and occasionally even comedic, stories that drew their inspiration from the comics of the Silver Age. The Joker, then, bore a strong resemblance to the work of legendary Batman artist Dick Sprang.
While he was rarely the focus of the stories, though, the Joker (and voice actor Jeff Bennett) really got the chance to shine in a two-part episode that focused on an alternate Earth where heroes and villains swapped roles. On that planet, where Owlman led the ruthless crime syndicate, the Red Hood survived his trip into a vat of chemicals and became the last hero standing—and a solid ally for Batman.
Joker 2019 (Joaquin Phoenix)
You really have to give it to Joaquin Phoenix for his performance in the title role of 2019's Joker: he commits to the part. Arthur Fleck is legitimately difficult to watch, in a very deliberate and intentional way. The grating of his compulsive laughter, the body horror shots of his emaciated figure and spindly limbs, the disturbing oedipal relationship with his mother, and the off-putting weirdo vibe that he gives out keep the audience at a distance, even as we watch him go through a seemingly endless string of physical and emotional beatdowns that, by all rights, should put us on his side. The shift from the pathetic Fleck to the twisted confidence and bravado of Joker do a more than solid job with the transformation that the entire film is built around.
Unfortunately, that performance is in a movie that doesn't deserve it. No matter how compelling you find Phoenix's performance, it's nearly impossible to hear a line like 'I used to think my life was a tragedy, but it's really a comedy' and not roll your eyes. Even worse, the movie attempts to walk the fine line of being sympathetic to Fleck and horrified by him, and instead winds up trampling all over it with a pair of clown shoes. There's only one murder in the movie that's not presented as being at least partially defensible, and while the one that isn't is meant to be a harrowing turning point, the film's way more interested in presenting us with the ones where we're told that hey, this mass murderer might have a point, actually.
The worst sin of Joker, though, is that it strips all of the mystery away from the character. That's what sets Joker apart from other supervillains and makes him as compelling and scary as he is. With Arthur Fleck, we get a meticulously detailed report about his childhood abuse, miserable adulthood, and even the process of how he got his name, explained a couple of times in case you missed it. That's all stuff that might be necessary for a nuanced character piece that's not supposed to be a superhero movie about an established character, but this movie literally has the future Batman in it.
Batman '89 Joker (Jack Nicholson)
Jack Nicholson's performance as the Joker in Tim Burton's 1989 Batman movie is pretty fantastic on almost every level. He's certainly the best part of the movie, with Nicholson's already-creepy grin accentuated by caked on makeup and some truly amazing fashion choices. Every look he sports is spot-on, and the scene in which he knocks out everyone in an art museum and then rolls in with his crew so he can destroy some paintings while blasting a Prince song about himself on a boombox might be the most baller thing a supervillain has ever done—it really gets across the idea that he's more into this whole 'destroy Gotham City' thing for the fun of it.
The only real problem is Jack Napier, and not just because of the laborious pun on 'Jack-a-Nape.'
The Joker's origin story has gone through as many different takes as the character himself, but one of the key moments is that there's some sort of change when he gets dumped into a vat of acid and comes out looking like a murder clown. In Batman '89, though, there's no real change—Napier even carries around a deck of cards as his trademark. It doesn't break the character in the way that, say, making him the guy who killed Batman's parents does, but it certainly makes him a whole lot less interesting.
Batman: Under the Red Hood (John DiMaggio)
Even if you don't recognize his name, you're almost certainly familiar with John DiMaggio from his roles as Bender on Futurama, Jake the Dog on Adventure Time, Aquaman on Batman: The Brave and the Bold, and a couple dozen other high-profile voice acting gigs on beloved TV shows. In 2010, he landed the role of the Joker in Under the Red Hood, an adaptation of Judd Winick and Doug Mahnke's comic book story in which Batman's long-dead sidekick, Jason Todd, returned to life.
DiMaggio is unquestionably the standout of the cast, giving the Joker a gravelly, vaudevillian patter that veers away from Mark Hamill while preserving what works best about Hamill's portrayal. This is a Joker who delivers every line as though it's actually a joke, giving you the sense of someone who genuinely thinks that beating someone to death with a crowbar is hilarious. It's an incredibly creepy take that underlines why the Joker's so frightening, and why it's understandable that most of the other characters want him dead.
It might be overshadowed by other versions of the Joker, but it's definitely solid, and even if DiMaggio isn't on the top of this list, he absolutely ranks as the best Aquaman of all time.
Batman '66 Joker (Cesar Romero)
Pretty much everything about Cesar Romero's portrayal of the Joker on the 1966 Batman TV show is great, from the way he attacks every scene with manic, scenery-chewing glee to the way he twists his painted-on grin into a disappointed scowl when he's inevitably defeated, and all the way down to the fact that Romero refused to shave his mustache for the part, instead caking on the clown makeup and leaving it completely visible in every episode. There's a panache and even a little menace to the role that makes him one of the show's most memorable characters.
Unfortunately, almost every other major villain on the show was better. Characters like the Penguin—legendarily the favorite of the writers, who always had a script prepared for when Burgess Meredith was in town—Catwoman and even King Tut were involved in better stories that did far more to play up their gimmicks. He's so generic, in fact, that the Joker once starred in an episode that was originally meant to feature a new villain called the One-Armed Bandit, only to be hastily rewritten at the last minute, leaving the Joker with an inexplicable one-episode fascination with slot machines.
Ironically, it's fair to say that the modern portrayal of the Joker, with his blend of terrifying sadism and unpredictable laughter, has a lot more in common with Frank Gorshin's portrayal of the Riddler than it does with Romero's. That doesn't make him bad, but it definitely means he's not the best.
LEGO Batman Movie Joker (Zach Galifianakis)
It's one thing to get an actual stand-up comedian to play the Joker in a movie where you're going for laughs. That's been done before—going all the way back to Larry Storch, who ended up being pretty painfully unfunny in the role, albeit through no fault of his own. It's another thing to come up with a new design that uses blocky minimalism to still get across its own visual twists on the character, like jagged teeth and a smile that looks like it was drawn on with a crayon, a weird little twist that actually works.
Even the idea of the Joker grabbing up the greatest villains of other dimensions to give Gotham City a real problem is something that makes a lot of sense when you put it in the context of the universe we're shown in The LEGO Movie. What makes this version of the Joker really great, though, is how the movie treats his character and his enmity with Batman.
Of all the Joker's appearances across movies and TV, who would've expected that the one that really went into whether his motivation stemmed from a twisted sort of love would be the one based on building block toys for tiny children? And yet here we are, in a world where that's not just acknowledged in this movie, but serves as the driving force for the entire plot.
The Dark Knight Joker (Heath Ledger)
It's been long enough since The Dark Knight came out that we've all been through the massive wave of initial hype, the inevitable backlash, and the eye-rolling at the people who are somehow still dressing up as the Joker for Halloween and hissing out a 'why so serious.' Here's the thing about Heath Ledger's Academy Award-winning performance as the Joker, though: it really is that good.
The Joker of The Dark Knight is both terrifying and genuinely funny, but more than that, he's got an air of mystery that's almost impossible for a character so well-known to cultivate. Virtually everything he says in the film is a lie, whether he's delivering origin stories that contradict each other, asking for literal piles of money he's only going to burn, or assuring other characters he doesn't have a plan while enacting a scheme that's complex and built on clockwork precision.
Ledger's Joker has already become one of the most influential movie villains in recent memory, but the elements that might fall short with other characters work perfectly for a man who exists for the sole purpose of tearing down the order and control Batman has tried to hard to wrest from chaos.
Batman: The Animated Series/DC Animated Universe Joker (Mark Hamill)
When you get right down to it, Batman: The Animated Series did everything right. The slick, stylish take on the Caped Crusader boiled everything down to essentials, and no character—save for Batman himself—benefitted as much as the Joker.
With stories like 'Joker's Favor,' 'Almost Got 'Im,' and 'The Laughing Fish,' BTAS's Joker was frightening and funny, with a sweeping theatricality that came directly from Mark Hamill's amazing turn providing his voice. And if that wasn't enough, this is the version of the Joker that led directly to the creation of a foil, Harley Quinn, who would go on to be one of DC's most popular characters.
Despite a bit of inconsistent animation that plagued the first few seasons, the Animated Series Joker was—and remains—the definitive version of the character.
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- Sabra Rummikub® - Variations
Introduction; Equipment
Rummikub® is a group of tile rummy games, played with a set of 106 coloured and numbered tiles. They were introduced to Western Europe and America by the Israeli games inventor Ephraim Hertzano. An article in Israel21c (September 2003) tells the story of the genesis of the idea in 1940's Romania where Hertzano grew up and its subsequent international success. Some other sources place the original conecption earier, in the 1930's. Hertzano's 'Official Rummikub® Book', published in 1978, describes three different games with the tiles: American, Sabra and International. Subsequently, Sabra has become by far the best known in the West, and modern Rummikub® sets include only the Sabra rules, with no mention of the other versions. Since 'Sabra' is the word for a native-born Israeli, it may be that the version to which Hertzano gave this name was invented in Israel, while the 'American' game is more closely related to the traditional rummy games played in his native Romania.
In the Rummikub® set, 104 of the tiles have numbers, running from 1 to 13, and there are four colours: black, red, blue and orange. There are two tiles of each number and colour. The other two tiles are jokers, which show smiling faces instead of numbers. In most sets the two jokers are different colours, but in the games they are identical, as though they had no colour.
Sabra Rummikub®
This version of Manipulation Rummy is the only game whose rules are included with recent Rummikub® sets. Surprisingly, the rules supplied with different editions differ from each other and from the rules in the 1978 book in several details.
There are two, three or four players, and the game is played clockwise. The tiles are shuffled face down on the table and each player takes 14 tiles, which are kept on a rack so that the other players cannot see them. The remaining tiles stay face-down on the table to form the pool.
The object is to be the first to get rid of all of your tiles by melding them in combinations on the table. The possible combinations are:
- groups, consisting of three or four tiles of the same number and different colours
- runs, consisting of three or more consecutive numbers of the same colour. (Note that unlike some other games, in Sabra the '1' tiles are always low in runs: 1-2-3 is a valid run; 12-13-1 is not.)
No tile may belong to more than one combination at the same time.
Jokers can be used as substitutes for any numbered tile of any colour to make up a valid combination.
A turn consists of either drawing one tile from the pool or melding one or more tiles from hand by placing them face up on the table.
The first meld made by each player must consist of one or more combinations formed entirely from that player's hand, where the total numbers of the tiles used add up to 30 or more. If a joker is used, it counts as the number of the tile it represents.
Having placed an initial meld, in the same or subsequent turns a player can meld by placing one or more tiles from hand face up on the table, and if necessary rearranging the tiles on the table to form new combinations. At the end of the player's turn at least one tile must have been added from hand, and all the combinations on the table must be valid groups and runs.
A combination which contains a joker can have further tiles added to it, but nothing can be taken from it, nor can it be rearranged in any way while there is a joker in it. For example if a run has a joker at one end the joker cannot be moved to the other end in order to add a tile. However, a player who has in hand the tile which is represented by a joker on the table, the player can substitute the real tile for the joker and then re-use the joker in some combination on the table. A joker released in this way cannot be taken into the player's hand for later use. In the case of group consisting of two equal tiles and a joker, the joker can be replaced by a matching tile of either of the missing colors.
Because of the complexity of the possible rearrangements, it is usual to set a time limit for a turn, for example two minutes. When you have finished your turn, you say 'pass', and the next person can play.
If you begin manipulating the tiles on the table, but when the time limit is reached you have not managed to arrange all the face up tiles on the table into valid combinations, you must return the tiles on the table to the configuration they were in when you started your turn, take back any tiles you played from your hand, and draw three tiles from the pool as a penalty. To facilitate the returning of the tiles to their original positions if necessary, when starting a complex move you should place any tiles you play from your hand crosswise and keep them that way until you have concluded your turn successfully.
The first player who manages to play all their tiles wins. The other players add up the numbers on the tiles remaining in their racks, counting jokers as 30. They each score minus the total of their remaining tiles, and the winner scores plus the total of all the losers' tiles.
Rarely, a situation may be reached in which the pool of tiles is empty, no one has gone out, and the next player in turn cannot or does not wish to lay down any tiles. Since this player cannot draw from the pool, the play ends and players count the total value of tiles in their racks. The player with the lowest tile count wins. Each of the other players calculates the difference between their tile count and that of the winner, and loses that amount. The winner wins the sum of these differences, so that the players' scores for the deal add up to zero as usual.
Variations
The Official Rummikub® Book specified that the game should be played counter-clockwise. Recent rules supplied with Rummikub® sets all specify clockwise play.
According to the Official Rummikub® Book, some play that if a joker is melded as part of a set of three equal tiles, tiles of both missing colours must be added to the set in order to retrieve the joker. This variation is not mentioned in the rules provided with recent sets, but the 1980 Pressman Toy Corp. edition of the game did include this rule.
Most rule sets do not explicitly state whether two jokers can be used in the same combination. It would be unusual to want to commit both jokers in this way, but since there is no rule against it, it is reasonable to assume that it is allowed. Indeed the current edition of the online rules from Lemada Light Industries Ltd. does explicitly allow it. A player who puts down a combination of a three tiles of which two are jokers must clearly state whether it is meant to be a set of equal tiles or a sequence, and this will determine the tiles that are needed if a player later wants to reclaim a joker from this combination.
A lot of confusion has been caused by the rule from the 'Official Rummikub® Book' that says that when a melded joker is replaced it must immediately be used in a 'new' meld. Da vinci gold. What restriction, if any, does this place on the way the retrieved joker has to be used? The rules supplied with various editions of Rummikub® sets have interpreted this rule in different ways.
- The most liberal interpretation is that the joker can be reused in any meld. The only restriction is that you cannot pick up the joker and store it on your rack for future use - you have to incorporate it in some meld on the table. This version is found in the rules with the Goliath Games edition (1994), where the only condition is: 'However, you must use the joker immediately, as part of that same go.' Also the 1980 Pressman Toy Corp. rules just say: 'It [the joker] may not be placed back on the rack, but must be used in the same turn.' The current Lemada Light Industries Ltd. rules seem to favour this interpretation - they simply say: 'Once a player replaces a joker, they must use it in the same turn as part of a set.'
- A stricter interpretation is that the meld to which the joker is moved must be one that did not exist on the table before. The tiles for this new meld do not have to come from your hand - they could be taken from other melds that previously existed on the table. This seems to be the interpretation favoured by the older (1999) Lemada Light Industries Ltd. rules: 'A joker that has been replaced must be used in the player's same turn, as part of a new set.'
- A still stricter interpretation, which seems to be preferred by many players, is that the joker must be reused in a new meld formed by combining it with two tiles from your hand. I have seen two sets of rules which support this view. The J W Spear & Sons rules (1988) say: 'A joker that has been picked up in this manner must be used in that player's same turn, as part of a new set, along with tiles from his rack.' The Pressman Toy Corp rules (1987, 1998) say even more explicitly: 'A joker that has been replaced must be used in the player's same turn with 2 or more tiles from his rack to make a new set.' But even this is ambiguous: it is not clear whether the new set can also contain tiles from the table. Some players allow this. For example: on the table is a set of four 4's and a run of blue 8-7-joker; in your hand you have two blue sixes and a blue three; you may substitute one blue 6 for the joker and make a new blue run of 6-joker-4-3, stealing the blue 4 from the set of 4's. The new run uses two tiles from your hand, along with the joker and one other tile from the table.
- Some prefer the interpretation that a replaced joker has to be used to make a new set consisting only of the joker plus two or more tiles from hand. Tiles can be added to the set from elsewhere on the table later in the same turn by further manipulation, but the new set with the replaced joker must first be formed without them. Under this strictest version of the rule the example play in version 3 above would not be allowed, because the new run cannot be made without using another tile from the table as well as the joker.
The Goliath (1994), Pressman (1998) and Lemada (1999) rules depart from the rules from the official book in another respect however. These rules allow a set or run containing a joker to be manipulated, added to or split apart. Each includes the same sentence: 'A set containing a joker can have tiles added to it and can be split apart or have tiles removed from it.' The current online Lemada rules clarify this further, saying: 'Sets containing jokers can be split and manipulated like regular sets.' This implies that it is permissible to remove the joker from the set and place it elsewhere, or even to destroy the set completely by moving each of its tiles to a different set, provided that the joker continues to represent the same tile, and of course that all the resulting sets are valid. Care must be taken not to change the tile represented by the joker when doing this. The only way the joker can be made to represent a different tile is if the player supplies from hand the tile that the joker originally represented, and this replacement of the joker may be subject to additional restrictions as discussed above.
The Dutch translation of the Official Book, Spelregelboek Voor het originele Rummikub (Goliath, 1985) includes the version where sets containing a joker can be manipulated as a variation, known as Dutch Sabra. On the other hand, the 1987 edition of the Pressman rules agrees with the Official Book: 'You can add a tile to a meld containing a Joker' but 'You may not take a tile away from a meld which includes a Joker.'
The current (2014) Lemada Light Industries Ltd. online rules do not require the tile used to replace a joker to come from a player's hand. They explicitly say: 'The tile used to replace the joker can be taken from the table or from the player's rack.'
Another variation concerns the point at which manipulation can begin. Most sets of rules agree that as soon as you have laid down your initial sets and runs to a value of 30 or more points, you can in the same turn start manipulating the sets and runs on the table and adding further tiles to them. According to the Dutch Spelregelboek, however, manipulation can only begin on your next turn after the turn in which you laid down your initial meld. Manipulation on the same turn that you lay down your initial meld is, however, allowed in the 'Dutch Sabra' variation in that book. The Lemada (1999) rules also appear not to allow manipulation on the turn in which you make your initial meld. The Spears (1988) rules explicitly do allow it ('once players have entered the game they can on the same turn 'play the table'..'). The Pressman (1987 and 1998) and Goliath (1994) rules are somewhat ambiguous, but seem to allow manipulation to begin on the same turn as the initial meld.
Some play that the total value of tiles in a player's initial meld must be at least 50 points, rather than at least 30. This version is given in the 1987 edition of the Pressman rules, though in the 1998 edition the requirement is reduced to 30, as it is in most other rules sets, including the Official Rummikub Book.
Some count a joker remaining in a player's hand at the end of play as 25 points rather than 30. The value of 25 is given for example in the Dutch edition of Hertzano's Official Rummikub® book (6th edition, 1985).
The currect Pressman Toy Corporation Rummikub® Rules are available on line.
American Rummikub®
This game was placed first in Hertzano's 1978 book, but is no longer included in the rules distributed with Rummikub® sets.
Two, three or four people can play. The tiles are shuffled and built into 15 stacks of 7 face-down tiles, with one tile left over. Each player takes two stacks and arranges the 14 tiles on his or her rack. The left over tile is placed face up in the centre of the table. The book calls it the 'trump', though it is not a trump an any usual sense of the word.
The starting player for the first game is chosen at random (by drawing tiles before the deal), and the turn to play passes counter-clockwise. The turn to start passes to the right after each game.
Initially, a turn consists of
- drawing one tile from the face-down stacks in the centre of the table;
- optionally melding valid groups and runs, placing the tiles face up on the table;
- discarding one tile face up to your right.
Discards are stacked so that only the most recent discard of each player is visible.
As in Sabra,
- a group, consists of three or four tiles of the same number and different colours;
- a run, consists of three or more consecutive numbers of the same colour. In American Rummikub® '1' tiles can be used as high or low, but not both at once. So 1-2-3 and 12-13-1 are both valid runs, but 13-1-2 is not.
No tile may belong to more than one combination at the same time.
Jokers can be used as substitutes for any numbered tile of any colour to make up a valid combination.
In order to be allowed to meld, you must play one or more groups and runs from your hand with a total value of 21 points or more, counting number tiles at face value. If you use jokers, they count as having the value of the tile they represent. After you have laid down your initial meld, according to these requirements, additional options are available to you.
- You may meld additional groups or runs from your hand, irrespective of value.
- You may extend your own or other players' melded groups or runs by adding tiles to them.
- If you hold the tile represented by a melded joker, you may replace the joker by this tile, provided that you immediately use the joker in a 'new' meld of your own. [It is not quite clear from the book whether the meld has to be completely new - the joker with two or more tiles from your rack - or whether the joker can be reused to help extend an existing meld.]
- From your next turn onwards, you may take the tile just discarded by the previous player instead of drawing a face down tile from the centre.
The play ends when a player manages to meld all the remaining tiles in his hand except for one, which is the final discard. This player is the winner. Note that you are not allowed to draw a tile and then meld all your tiles, leaving yourself with no discard.
The face-up 'trump' tile in the centre of the table can be drawn instead of a face-down tile or the previous player's discard if the player who draws it can thereby win the game.
When the play ends, each of the players other than the winner totals the value of the tiles remaining in their hands. Each of these players scores minus the value of their remaining tiles, and the winner scores plus the total value of all these tiles. Thus the scores of the players always add up to zero. A joker remaining in a player's hand counts 30 points, and '1' tiles count 1 point.
The book does not say what happens if no one wins before the face down stacks are exhausted. I suggest that the same rule is used as in Sabra Rummikub®: all players count the total value of tiles in their rack and the player with the lowest tile count wins. Each of the other players calculates the difference between their tile count and that of the winner, and loses that amount. The winner wins the sum of these differences, so that the players' scores for the deal add up to zero as usual.
Variation
As in Sabra, some players count a joker in a player's hand at the end as 25 points rather than 30.
International Rummikub®
This can be thought of as a more complicated form of the American game described above. It is possible to win by melding all your tiles, as in American, or by constructing various special hands, somewhat reminiscent of the special hands in Mah Jong.
Two stacks of seven tiles are dealt to each player, and the odd tile is given to the starting player, so that this player begins with 15 tiles. The top tile of one of the remaining 7-tile stacks is turned face up and is the 'trump'.
The mechanism of play is the same as in American, except that players are always permitted to draw the previous player's discard, instead of drawing from the pool.
There are three ways of winning.
Addicting Games
- Open
- This is a normal win by getting rid of all your tiles except for a final discard, having melded them in stages, as in American. You need at least 50 points for your initial meld, as usual counting any joker used as the value of the tile it represents. When you have three or fewer tiles left on your rack, you must announce this. You are not allowed to take the 'trump' as your final draw.
- Foot
- This is a win in which you meld 14 tiles at once and discard your 15th tile. Some of your 14 tiles will be melded as your own groups and runs; others will be added to other players' melds. Your 14 tiles must add up to at least 50. If you can meld all your tiles without adding to other players' melds then you have a more valuable closed win (see below), so a Foot win in practice only occurs when another player is going for an Open win.
- Closed
- This is a win in which you meld all 14 tiles at once, without adding anything to any other player's meld. These have various values, according to the type of hand.
If no one has claimed a win by the end of the turn in which the last face down tile is drawn from the stacks, the play ends with no winner.
The scoring works as follows.
- The winner (if any) wins a number of points based on the type of winning hand.
- Each of the other players who has melded loses the total value of their unmelded tiles. For this purpose only, tiles 2-9 as face value but tiles 10, 11, 12, 13 and 1 as 10 points each.
- Each of the other players who has not melded loses 100 if the hand ended in an Open or Foot win or without a winner, but loses the same amount that the winner won if the hand ended in a Closed win.
If the player who wins the hand by any of the three methods discards a joker as his final discard, all scores for that hand are doubled.
The winner of an Open hand scores 100 points, or 200 if no other player has melded.
The winner of a Foot scores 200.
The descriptions of and scores for the various types of closed hand are as follows. Most of them vary according to the number of jokers included. When a hand belongs to several possible types, it counts only as the most valuable type. For hand types involving total value of tiles, 1's count as 1 point.
Hand Type | No jokers | One joker | Two jokers |
---|---|---|---|
1. Basic. 14 tiles in groups and/or runs | 500 | 400 | 300 |
2. Hand minor Groups and/or runs with no tile higher than a 9. | 800 | 700 | 600 |
3. Hand minor 51. Groups and/or runs with no tile higher than 9 and tiles add up to 51 or less. | 1000 | 900 | 800 |
4. Minor 51 groups. Groups only; total 51 or less. | 1600 | 1400 | 1200 |
5. Minor 51 runs. Runs only; total 51 or less. | 1600 | 1400 | 1200 |
6. Piccolo 41 odd. Any 14 tiles with total value 41 or less. | 800 | 700 | 600 |
7. Piccolo 41 sets. Groups and/or runs with total value 41 or less. | 1400 | 1200 | 1000 |
8. Piccolo 41 runs. Runs only with total value 41 or less. | 1600 | 1400 | 1200 |
9. Piccolo 41 groups. Groups only with total value 41 or less. | 1600 | 1400 | 1200 |
10. Grand odd. Any 14 tiles; no tile lower than 10 (1 counts as high) | 700 | 600 | 500 |
11. Grand sets. Groups and/or runs with no tile lower than 10 (1 counts as high) | 1400 | 1200 | 1000 |
12. Grand square. Eight tiles of the same number - the other six can be anything. | 1600 | 1400 | 1200 |
13. Four colours. Four runs of different colours. | 900 | 800 | 700 |
14. Four colours minor. Four runs of different colours with no tile higher than a 9. | 1000 | 900 | 800 |
15. Four colours major. Four runs of different colours with no tile lower than 10 (1 counts as high). | 1000 | 900 | 800 |
16. Three colours. Three runs, each a different colour. | 700 | 600 | 500 |
17. Three colours minor. Three runs, each a different colour with no tile higher than a 9. | 900 | 800 | 700 |
18. Three colours major. Three runs, each a different colour with no tile lower than 10 (1 counts as high). | 900 | 800 | 700 |
19. Two colours. Two, three or four runs, using only two colours. | 1000 | 900 | 800 |
20.Two colours minor. Two, three or four runs, using only two colours, with no tile higher than a 9. | 1400 | 1200 | 1000 |
21. Two colours major. Two, three or four runs, using only two colours, with no tile lower than 10 (1 high). | 1400 | 1200 | 1000 |
22. Single colour odd. Any 14 tiles of one colour. | 1600 | 1400 | 1200 |
23. Single colour runs. Two, three or four runs of the same colour. | 2000 | 1800 | 1600 |
24. Royal. A single 14-card run from 1 (low) to 1 (high). | 2400 | 2200 | 2000 |
25. Sticks. Four groups. | 1000 | 900 | 800 |
26. Sticks minor. Four groups with no tile higher than a 9. | 1400 | 1200 | 1000 |
27. Sticks major. Four groups with no tile lower than 10 (1 high). | 1400 | 1200 | 1000 |
28. Mosaic. Single run of mixed colours, 1 (low) to 1 (high) with no two consecutive tiles of same colour. | 1000 | 900 | 800 |
29. Little Wave. Two mixed colour runs 1 to 7, each with no two consecutive tiles of same colour. | 1200 | 1000 | 900 |
30. Big Wave. Two mixed colour runs 8 to 1 (high), each with no two consecutive tiles of same colour. | 1200 | 1000 | 900 |
31. Little wave single colour. Two runs 1 to 7, both the same colour. | 2600 | 2400 | 2200 |
32. Big wave single colour. Two runs 8 to 1 (high), both the same colour. | 2600 | 2400 | 2200 |
33. Little wave two colours. Two runs 1 to 7, each in a different colour. | 2200 | 2000 | 1800 |
34. Big wave two colours. Two runs 8 to 1 (high), each in a different colour. | 2200 | 2000 | 1800 |
35. Seven pairs. Seven pairs of identical tiles. | 1700 | 1500 | 1300 |
36. Seven pairs minor. Seven pairs of identical tiles with no tile higher than a 9. | 2000 | 1800 | 1600 |
37. Seven pairs major. Seven pairs of identical tiles with no tile lower than 10 (1 high). | 2000 | 1800 | 1600 |
38. Seven pairs single colour. Seven pairs of identical tiles, all the same colour. | 2200 | 2000 | 1800 |
39. Little Blitz. 14 tiles in groups and/or runs on your first turn. | 1600 | 1400 | 1200 |
40. Grand Blitz. 14 tiles in groups and/or runs in your original hand (not available for first player). | 2000 | 1800 | 1600 |
Some play that if you have the identical tile to the trump, either in your original hand or by drawing it later, you score an extra 50 points.
At the end of the session, each player pays each other player in proportion to the difference between their scores.
Software and Online Games
Rummikub.com, the official site published by Lemada Light Industries Ltd, the original distributors of Rummikub®, now provides an online version of Sabra Rummikub.
With RRRummy, by YPR software, you can play a form of Sabra Rummikub against the computer or on line over the Internet against live opponents. YPR also publishes Pup Rummy for Apple iOS, Android, Windows or Macintosh PC with which you can play several similar Tile Rummy variants.
A game similar to Sabra Rummikub can be played online under the name Rummy at the turn-based servers Yourturnmyturn.com (English), Brettspielnetz.de (German) and Jijbent.nl (Dutch).
Rummi, a two-player version of Sabra Rummikub against the computer, can be played at solitaire.com
The Rummikub® pages of Rany Rasa's Rummy-Games.com site include a description of Sabra Rummikub and reviews of several Rummikub and tile rummy packages.