Number of players: 2 to 4
Type of dominoes used: any
Game variation: blocking game
Number of Players / Lot: from 2 to 4 players in a 9 double game, from 2 to 8 players in a 12 double game, 9-12 players or more in a 15 or 18 double game. The course of the game may vary according to the players and do not correspond to the proposed. You can also replace chips with dots with chips with numbers.
Optional equipment: scoreboard, as well as a marker for each player.
Purpose of the game: get rid of as many chips as possible and do it first. The rest of the players must count the points or numbers on their remaining chips and record the results throughout the game. The player with the least points wins. To get started, remove double 12 for a 12 double batch (double 9 for a 9 double batch, double 15 for a 15 double batch, double 18 for an 18 double batch). This chip is called the "engine" and will be the initial domino in the party. Put the “engine” in the center of the table. Shuffle the remaining dominoes face down. The number of dominoes drawn in a 12 double game: 2 players - 15 chips each, 3 players - 16 chips each, 4 players 14 chips each, 5 players - 12 chips, 6 players - 11 chips, 7 players - 10 chips, 8 players - 9 chips. Subsequent players collect the appropriate number of chips. For 9, 15 or 18 double games, the number of chips decreases in proportion to the players. This is not important, since during the game the balance will be restored. The remaining chips are removed to the side and form “piles of bones”, from where during the game it will be possible to get chips. Players then lay out the chips from their set according to the game progression, starting with the chip corresponding to the "engine". Thus, each gets his own personal "train." (example: 12-5, 5-7, 7-8, 8-11, etc.). If the chain cannot be continued, then the player sets aside the remaining chips in an additional set, which he will use to build the “Mexican train” or personal “trains” of other participants. If the player does not have a chip corresponding to the “engine”, then the player can begin building a personal “train” with a chip, which subsequently will give the maximum chain. So, you will be ready to make a move with any chip from your chain during the game. The first player is chosen at random. Further moves are made clockwise. The first player walks with a chip corresponding to the “engine”, that is, with the head of his personal train or a chip from his additional set. The chip is placed at the end of the "engine", which indicates the player. So begins the construction of the Mexican Train. The Mexican Train is a line of chips that match a set of points that can be located either around the table or in any place convenient for players. The Mexican Train and the personal trains of the other participants are an opportunity for players to get rid of their chips. The "Mexican train" is formed when one of the players decides to make a move a chip of their additional set. "Mexican train" is a chip that matches one of its half with the "engine". The Mexican Train is located separately from the central gaming area. The Mexican Train is growing as players put their chips. But the chips can only be put from the "tail" of the train, in the direction of the "engine". Personal trains of participants are lines that grow in the opposite direction from the “engine” and are spokes from the wheel. These spokes are designed to provide greater security for the “engine” and the heads (initial tokens) of personal trains. The number of participating players determines the number of personal trains departing from the “engine”. Personal trains can connect with each other if the number of players exceeds 7 people, or if the party consists of 15 and 18 takes. After the first player walks the player sitting on the left. He can continue the previous move, or start the construction of the Mexican Train, or start building his personal train from the “engine” towards him, or continue building any other personal train with a marker. It’s best to start building the Mexican Train as soon as possible, as this gives you more variation on the moves. This means that the player has at least 2 chips corresponding to the “engine”. He can use one for the construction of the Mexican Train, and the other for the construction of his personal train. If a player cannot complete either the Mexican Train or his own, then he draws out any chip and tries to resemble it immediately. If he doesn’t succeed, he skips the move, and the player puts a marker at the end of his train, even if his construction has not started (in this case, he puts a marker next to the “engine”, the estimated start of his train). Thus, the rest of the players can put any chip here until the player himself can continue the train. In this case, the marker is immediately removed. Moves to the Mexican Train or trains of other players do not give the right to remove the marker. If the player takes a double, the double is placed across, and the player must make another move either by placing the chip perpendicular to the double, or on any other train without a marker. If the player cannot continue the move after laying the double, then he pulls the chip and puts it either perpendicular to the double or building up his personal train. If the player laid out the double and finished his turn, and the double remained open, then all personal trains remain blocked, until they close the double. If players cannot close the double, then they draw 1 chip. If they cannot play with this chip, then the marker is placed on a personal train. As soon as the double is closed, the players resume their moves to their personal and marker trains, as well as the Mexican Train, and the game continues at its normal pace. The player can walk in two takes at once, distributing from to different trains. At the same time, he must be sure that he has the opportunity to close at least one of them with a chip from his set. This means that the player will be able to immediately get rid of three chips in 1 call. The next player must close the remaining double either with a chip from his set, or pull out an additional chip and, if it does not fit, skip the move and put a marker at the end of his train. All players should walk when it is possible, even if they have to use part of their train, which is destructive but possible. When the player has the last chip, he must let the rest of the player know about it by tapping it on the table. This will allow players to get rid of the chips with the most points and lower their points by the end of the game.
Basic Rules: A player must make a move if he has a suitable chip. It is not allowed to skip a move, pull additional chips from a set of strategic goals. If there are no chips left in the “pile”, the player skips the move for lack of a suitable chip and puts a marker in the tail of his train. The game ends as soon as one of the players has posted his last chip, or the game may end with a block of moves, when the players have no chips left to suit the move, and the chips have ended in the “pile”. Players are forced to skip a turn and the game turns into a vicious circle. The game may end with two open takes. When one of the players posted his last chip, the game ends regardless of whether a mandatory subsequent move is required or not. After that, the players count the number of points or numbers on their remaining chips. A player who gets rid of his chips gets 0 points. Participants report their score to the person who records the indicators. After the completion of round 1, the next begins with a double of 11 in a 12 double batch, with a double of 8 in a 9 double batch, with a double of 14 in a 15 double batch, with a double of 18 in an 18 double batch. The first chip is placed in the center of the table, as a "motor", and the remaining chips are shuffled before dialing. All personal trains, including the Mexican Train, must start with a chip with the same number of points as the engine chip. Each new round should begin with a subsequent smaller take. So, the "dummy" will be the last "engine" in the party. The player with the fewest points is the winner at the end of the game.
Purpose of the game: Get rid of as many chips as possible. At the end of the game, players must count the points on their remaining chips. The player with the least points wins.
2) Blitz Blind
Number of players: 2-4.
Handing over stones: 8, if 2-3 players, 7, if 4, the rest is in reserve.
Players lay the dice in front of them in a row face down. They walk in a circle: the extreme right stone is taken, if it does not fit, then it is shifted to the left also face down, after an unsuccessful move, you can take the stone from the reserve. As in an ordinary blitz, you can spread it in a series, the last three stones are opened. To win, you need to lay out all the stones or stay with the least points (counting is classic).
Number of players: 2-4.
Handing over stones: 6, if 2-3 players, 5, if 4, the rest is in reserve.
The sum of the points on the joining halves of the stones should be seven. Those. to 3, you can put only 4, to 2 - 5, etc. To the half-half, bones are placed “matadors” across, the sum of the points on which is 7: 1-6, 5-2, 4-3, and also 0-0. Matadors can be placed in the usual course, along the canvas.
Scoring as in a traditional domino. There is a variant of a gear matador.
Number of players: 2-4.
Handing over stones: 6, if 2-3 players, 5, if 4, the rest is in reserve.
During the game points are awarded, to win you need to score 15 points if two players participate, 10 - if 3-4 players. Players take turns, if there is no suitable stone, they are taken from the reserve. The last two stones remain and do not participate in the game - if there is nothing to walk, blocking occurs.
During the game:
- for each take - 2 points,
- if the number of points on the free halves of the stones coincided - 2 points,
- if on one end - a double, and on the other - a half with the same value - 3 points.
- no doubles on hand - 2 points,
- if no one has duplicates in their hands, then 2 points are awarded to the one who has the least points,
- if everyone has duplicates, then 2 points go to the player with the smallest take,
- if at the time of blocking all the stones are laid out - 2 points.
3) Forty two
Number of players: 4, doubles game.
Handing over stones: 7, no reserve.
Based on the stones handed over, the players either pass or call the number of points that they are obliged to score (minimum 30). The application is voiced once, after which only the next player has the right to raise the bet. 42 is the maximum number of points, which means that the player agrees to take all the tricks. The next player can break the maximum bet only with a double bet - 84, and then 168 points, while he also agrees to take all the tricks.
The game is started by the player who won the auction, he announces trump cards and puts the first stone. Be sure to comply with the suit for the elder half, be sure to put a trump card on the trump card.
Premium stones - 6-4, 5-5, 5-0, 4-1, 3-2 (the sum of points is a multiple of 5), the total number of points is 35 plus one point for each trick won, only 42 points.
Points are scored at the end of the game. The pair that wins the bid and scores the required points records the actual number of points scored. Opponents also record points scored. If the ordered number of points is not scored, the pair receives 0 points, and their opponents - actually scored plus points ordered by the opponent. The game is played up to 250 points, if both pairs cross this border at the same time, then the players who score the most points win.
1) Mexican train
Number of players: 2-4 when playing dominoes 9 * 9, 2-8 when playing 12 * 12, 9-12 or more when playing 15 * 15 or 18 * 18.
Handing over stones: 12 * 12: 2 players - 16 stones, 3 - 15, 4 - 14, 5 - 12, 6 - 11, 7 - 10, 8 - 9. For other sets, the number of stones is selected empirically, but in reserve should stay a reasonable amount.
Rules (for example, 12 * 12)
The game consists of 13 rounds. The game begins with the player with the largest take, putting it in the center of the table - this is the "engine" of trains. In subsequent rounds, the game starts from the next take (12-12, 11-11, and so on to 0-0).
There are two types of trains: player personal trains and mexican train. Players lay stones in front of them, starting with the “engine” rating, in a sequence that allows them to be laid out in a row in one line - a “personal” train, for example, 12-7, 7-5, 5-9, 9-6, etc. . The remaining stones will be used on other players' trains or on the Mexican train. If the player does not have a stone suitable for the “engine”, then he builds the longest sequence in the hope that during the game the opportunity will appear. All trains begin with a stone corresponding to the rating of the "engine". The player can lay the stone either in his train, or in the “Mexican” train, or in the “open” trains of other players. If a double is laid out, the player makes another move; if a second is also laid out, the player makes the third move in a row (it is not necessary to make moves on the same train). A player must walk if he has a suitable stone. If a move is not possible, one stone is taken from the reserve, if it does not fit, then the player’s train “opens”, and the following players can put stones on it next move. If a player puts a double, takes a stone from the reserve and does not lay it out - all trains, except for a train with an unclosed double, are blocked and each subsequent player must close the double. If the stones in the reserve have ended, and the double has remained unclosed, the game ends and points are scored. If a player cannot close the double, his train “opens”. When a player has the last stone, he is obliged to warn the remaining players about this.
The goal of the game is to lay out your stones before everyone else and score the minimum number of points by the sum of rounds.
A little bit about strategy: in this game, the randomness factor plays a rather large role, therefore, in general, it is worth focusing on a small number of points in each round, and not on winning individual rounds. Tactical features: initially, the player making the first move receives an advantage - he can lay out two stones at once and start the Mexican train. Doubles give a significant advantage, allowing you to win the pace. If you have few or no duplicates, it is likely that you will not have time to get rid of all the stones, so build the chain in such a way as to lay out the “heaviest” stones in the first place. If there are “light” stones in the middle of the chain - if possible, lay the stones from the end into the Mexican train. If the opponent has much less stones - if possible, lay out doubles from the middle of your chain, which have not reached the turn (this will not break the sequence, but will reduce the number of points on your hands). Single doubles are a good opportunity to “knock down a game” for rivals: use blocking, as a result of which trains will open - be sure to take the opportunity to break the chains of competitors. If you have several short chains or chains branching at the end, build the game through the Mexican train, lay out alternative “tails” of chains in it. Try to complete short chains with a double: if you don’t get the right stone out of the reserve, the lock will work and your opponents will be forced to help you. Individual rounds can be forcedly lost - due to the randomness factor, but adhering to the right tactics, the game as a whole can still be won.
Number of players: 2-4 (more if you use more than one set of dominoes).
Handing over stones: stones are distributed equally, there is no reserve.
Just as in blind blitz, the stones are laid down face down, the rightmost stone is taken in each move, if there is nowhere to put it, it is shifted to the left.
Consider an example (see the figure): the first player places a stone vertically (5-2), then they go in a circle. The stones are arranged horizontally in two rows on either side of the initial.
Those. dominoes It turns out in two rows - "sausage". Only one stone can protrude: 5-1 in the figure on the left can not be put. If the player has a stone that can be placed vertically anywhere on the “sausage” - then he can “cut the sausage” with this stone and give the next player along the way any of the cut pieces. In the picture - “cutting” with a stone 3-1: a player can give only 3-3 to the left, or everything that is located to the right of a stone 3-1. Usually give most. A double can be set by spreading the row: in the lower figure, 6-6 is set like this, while the rule about the protrusion of only one stone is observed.
The game is played by the last player who has not dropped all the stones.
At the end of the round, players count points on their remaining dominoes. Anyone who has no knuckles does not receive any points. A 0/0 take gives 10 points. Те, кто достигли установленного заранее количества очков, например, 100, выходят из игры. Победителем становится тот, кто до последнего не вышел из боя.
Список «горячих» клавиш
- пробел: взять домино из прикупа
- C: просмотреть все поезда на столе
- E: узнать, сколько домино у каждого игрока, и сколько остаётся в прикупе
- S: узнать счёт
- T: узнать, чей ход
- Перейти к меню ↑
- Перейти к содержимому ↑
Copyright © 2010-2019, QuentinC Игровая комната team
Все права защищены.