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Domino Games

Dominoes

Introduction
There are a number of different domino games that vary in size according to
the total number of tiles. The double six set is considered the standard set
but the double twelve set has become popular because of the greater number
of tiles allowing for a wider variety of games to be played. The double
twelve set allows for more participants to play at one time with up to eight
players for Mexican Train. The rules below can be equally applied to the
double six sets with four or fewer participants.

Dominoes – Rules Double-Six

Object of the Game

Three, four or five people can play with this double-six set of 28 dominoes.
The object of the game is to dispose of all of one’s dominoes before your
opponents. The winning score is determined by adding the total number of
points left in the opponents’ hands.

Deal
The 28 dominoes (bones) are shuffled face down on the table - for the first
hand anyone may shuffle; in subsequent hands the bones are shuffled by the
player to the right of the player on set. Then each player in turn, starting
with the player on set and continuing clockwise takes the proper number of
dominoes, which is 8 minus the number of players - i.e. 5 bones if there are
3 players, 4 if there are 4 and 3 if there are 5 players. Each player places
his dominoes on edge or in their hand so that they are visible to himself
but not the other players. The left over bones will remain face down on the
table. This is called the bone yard.

Play of the Dominoes
The first play of each hand is called the “SET”, and the player who begins
is said to be “ON SET”. In the first hand this is the player who holds the
highest double. Doubles are traditionally placed cross wise. If no player
has a double the bones are put back and there is a new shuffle. In
subsequent hands the player on set is the loser of the previous hand – the
player who held the greatest pip value of stones at the end of the play.
In order to play, a player must have a domino with a matching number of
spots or “pips”, which they must play on the table in line, end to end, with
the previously placed dominoes.
Each player must if possible play one domino when it is his turn. If a
player does not have a matching number and is unable to play, the player
must draw from the bone yard until he is able to make a play, if a player is
unable to play and no bones remain, the player must pass his turn and his
opponent plays until the player who passes can play a matching domino.

Blocking or Closing
It is possible to end the hand with all players holding dominoes without a
possible play. A player who has just played a domino and calculated that all
possible plays have been mathematically eliminated for this hand, can
announce “I block”. If this is the case, the player with the lowest count in
their hand scores the difference between the points in his hand and the
points in each of the other player’s hands.

5-UP
Begin play as described above with the highest double starting. The object
is to make all ends total five or a multiple of five and each player
succeeding in doing this scores the number of points the “pips” on all ends
total. i.e. 5,10,15,20. etc. Play can be made from both sides of the first
double and both ends of the first double, giving four different points upon
which to build. A double is always played across a single line.
When a player cannot lay down a domino which will match the same “pip” of
those already showing on any one of the ends, he must draw from the bone
yard until he secures one that will play. When a player plays their last
bone he declares domino and receives all the points left in his opponent’s
hands and adds this to their score. It is a courtesy when a player has only
one domino left in their hand to declare “last bone”. If the game is blocked
then the player holding the lowest total receives the difference of each
player’s hand. Like cribbage, the first to 120 is the winner.

Mexican Train
Equipment
Mexican Train uses a double twelve set of dominoes. This is made up of 91
dominos containing all possible pairs of numbers from blank (0) to 12.
Included with this set is the domino engine hub. In addition, markers are
required and coins are traditionally used: pennies for personal markers
(one for each player), one nickel for the double marker and a dime to mark
the Mexican Train.

Object of the Game
The object of the game is to empty your hand of all of your dominoes before
your opponents and have the lowest total points accumulated over the 13
rounds of play.

Deal
There are 13 different rounds played and each round begins with the highest
double for that round. The first round starts with the double 12, called the
“engine”, and is placed in the engine hub before the dominoes are shuffled
and each player draws their hand. The second round begins with the double
11, the third round begins with the double 10 and so forth.

To determine who begins the round, each player draws one domino and the
player with the highest domino begins that round and play rotates clockwise.
This is done for each round after the “engine” double is played and before
the players draw their hand.

After the engine is placed in the hub, the remaining dominoes (bones) are
shuffled face down on the table and each player takes the proper number of
bones according to the chart below. The remaining tiles make up the bone
yard and are set aside for drawing during the game.
2-4 players 15 tiles each
5-6 players 12 tiles each
7-8 players 11 tiles each

Play of the Dominoes
There are two phases to the game; building your train and the playing phase.

Building the train
The train is a single row of dominoes starting from the double in the center
called the “engine” and played in the hub slot directly in front of you. The
central double gives the engine number for the round and when beginning your
train, each player must start with this number. For example: in the first
round the train must start with a twelve so it can be coupled to the engine.
Each domino played must be paired with like numbers as in all domino games.
The player then plays as many dominoes from their hand as possible while
building their train. When you run out of plays on your train, the play
passes clockwise for the next player to build their train. Any time a player
cannot make a play, they place a penny on their train. In this case, if any
player does not have a domino to couple to the engine (in this case a
twelve) then a penny is placed in the position where their train would have
started. This indicates that when the play phase starts on the second turn,
any player will be allowed to play a domino in this position to start the
train. Only from the second turn on is this allowed. This domino formation
is called the “round house”. The player with the penny on their train must
keep it their until they are able to make a play on their own train which
will remove the penny and make this a personal train allowing only the owner
to make plays on it.

In rare cases, a player can domino in this phase (playing all of their tiles
to win the round). If this happens, the other players still get to complete
their initial trains. When this is done the round is over and points are
counted.

Playing tiles
After round one, each player lays one domino per turn (unless that domino is
a double: see rules below).
If a player can play a tile they must do so. Tiles can be played from the
second round forward by the following:
1. On the player’s personal train
2. On another player’s train marked with a penny showing they were unable to
make a play on their last turn
3. On an extra train know as the “Mexican Train.”
4. The last double played that needs to be satisfied (see rules below)

Unable to play a tile
If a player cannot play a domino, they must draw one tile from the bone-yard
and if the domino is still unplayable, play passes to the next player and a
penny is placed on their train indicating that any player is now allowed to
add a domino to it. This train stays open to all play until the owner is
able to place a tile at the end to remove the penny. If you are unable to
play and the bone-yard is empty, you pass your turn; if nobody can play a
tile the game is locked and points are scored. This can be determined by
counting the occurrences of the suit on the board (thirteen instances for
each number).

The Mexican Train
The “Mexican Train” can be started by any player; from the second round
forward provided they have a single tile that matches the engine double. A
dime is placed on it to distinguish this train from the others. The Mexican
train is a community train and can be played by all at any time. When the
maximum 8 players are participating, and there is no slot for the Mexican
train, the train can be started on the table near the hub that doesn’t’t
interfere with the other trains.

Doubles
From the second turn on, whenever a player places a double, they must play
another domino in the same turn anywhere on the layout. If they cannot play
another tile you must draw from the bone-yard; if the drawn tile is not
playable, they place a penny on the end of their train and pass their turn.
If the extra domino they play is another double, they must make another play
and so forth until they run out of doubles. Your turn ends after you play
one domino that is not a double or, if you are unable to make a play, pass
and place your penny on your train. The exception to this is if you domino
(empty your hand) and your last tile is a double. In this case, the game
ends and points are scored. If multiple doubles have been played, the player
at the end of their turn puts the nickel (doubles marker) on the last open
double played.

When a player leaves a train ending in a double, then the next player must
play on the train that has the last double placed (the double with the
nickel). This is called “satisfying the double”. This situation occurs in
the following ways:
1. The player of a double was unable to play their required following domino
2. In fulfilling the required play of a following a double, the player
places the second tile on a different train leaving the double exposed
3. The player plays more than one double (with only one free turn cannot
satisfy more than one double)
4. The double being played is the last tile in its suit. In which case, any
player calls “end of the line” and stacks the double face up on the end of
the line. The player then takes their extra turn. The reason for stacking
the double is to avoid confusion with any active double later in the round.

If the next player is unable to satisfy the double, they draw from the
bone-yard and if they still cannot make a play they place a penny on their
train and pass their turn. The duty then passes to the next player and so
forth. If a player leaves several doubles exposed at the end of their turn,
then each of the doubles must be satisfied by subsequent players; in the
order they were played. When a double is satisfied the nickel is returned to
the previous exposed double, until satisfied, and finally to the engine.
Playing the double and breaking the pattern of play is called “getting off
the train”.

Last Bone
A player must announce “last bone” when they have one tile left in their
hand. If any player forgets to declare last bone, and they are caught, by
any of the other players before they make their last play, they can be
tapped for a two-tile penalty; which they must draw from the bone-yard and
make a play if possible. If the bone-yard is empty, they loose their turn.
This is a common practice in many domino games.

Scoring
Play ends when a player dominoes or when the game becomes locked so no one
can play. The exception to this is on the first phase when players are
building their train and someone manages to empty their hand. In this case,
play continues and until each player has had one last chance to build their
train. Once this is done play stops and points are counted.

The player who dominoes (plays their last bone) is scored zero for that
round. All other players are scored by the number of pips on the bones left
in their hand i.e. a domino with 12/11 would score 23 points etc. A game
that becomes locked and no player dominoes then all players score the total
pips in their hands. The lowest score wins the game after all the engine
numbers have been used (thirteen rounds 0 – 12)

Variations & Tips
1. Some play that the penny is removed as soon as any player (not
necessarily the owner) adds to that train. In this version, placing a penny
only allows one tile to be added to your train by an opponent, so that you
can continue to build on it.
2. It is a good idea to make a score sheet with the 13 engine numbers listed
across the top and the players listed down the side to score each round
3. The markers (penny, nickel, and dime) should not be placed on the tile on
the end of your train; this will prevent marker from blocking the pips; this
leaves the tile open and easier to read.
4. The train that reaches the “end of the line” does the owner no good so it
is a good idea not to shut down your train if it can be helped.

Chicken Foot Rules

Object
The object of the game is to empty your hand of all of your dominoes before
your opponents. The winner’s score is determined by the lowest total of
points accumulated over the 13 rounds of play.

Deal
There are 13 different rounds played and each round begins with the highest
double, for that round,
Round one starts with the double twelve, round two begins with the double
eleven, round three the double 10 and so forth. Once the starting double is
played, the bones are shuffled and each player chooses the appropriate
number of tiles: 10 players-7 dominoes, 6-8 players-9 dominoes, 4-5
players-14 dominoes, 2-3 players-23 dominoes. The left over dominoes are
called the “Chicken Yard”

The Play
After the initial starting double is played, The next 6 plays must be played
on the double forming the chicken foot. The dominoes are placed diagonally
on the four corners of the double 12 and the two sides of the double. If a
player cannot make a play on the double they must draw one bone from the
chicken yard. If that domino can be played they then make their play. If the
drawn domino cannot be played they pass their turn. Once the chicken foot
has been established on all 6 sides of the double 12, plays can be made on
any of the 6 chicken toes by matching, as in all domino games, number to
number. If someone plays a double on one of the chicken toes, the next three
plays must be made on this double before plays can be made anywhere else in
the layout. This formation of 3 tiles played on the double tile is called a
Chicken foot. When the 3 plays have been completed on the new double,
players can return to making plays anywhere in the layout until another
double is played..

Scoring
The round ends when a player dominoes (empties their hand of tiles) or when
the game is locked and no more plays can be made. The player who dominoes is
scored zero for that round. All other players are scored by the number of
pips on the bones left in their hand i.e. a domino with 12/11 would score 23
points etc. A game that becomes locked and no player dominoes, then all
players score the total pips in their hands. The lowest score wins the game
at the end of the 13 rounds. The double zero (blank) is worth 50 points and
is a dangerous domino to hang on to. It is a good idea to make a score sheet
with the 13 double numbers listed across the top and the players listed down
the side to score each round

All Fives

Players draw five tiles regardless of how many players there are. The
remaining tiles make up the bone yard. Before the tiles are shuffled each
player picks one tile and the player that chooses the domino with the
highest total pips begins the game. The first player may play any domino in
their hand.

The Play

After the first domino is set, play rotates clockwise and must be played on
the open ends of the layout and, as in all domino games, the numbers played
must match. The first double played is the “Spinner” and is playable on all
four sides. If a player is unable to make a play, they must draw tiles from
the bone-yard until they have drawn a tile that is playable. If there are no
dominoes left in the bone-yard they must pass their turn.

Scoring
Points are scored when a player makes a play that results in the open ends
of the layout adding up to a multiple of five. The player receives the score
of the total number of pips added up on the exposed domino ends. (5 points
for 5 pips, 10 points for total 10 pips, and so forth) This includes the
open ends of any tiles that have been played on the spinner (the first
double played). A player who dominoes (empties their hand) at the end of
the round, receives the total pip count of their opponents tiles, left in
their hands, rounding to the nearest multiple of five. If the game is locked
the player with the lowest number of pips receives the difference of their
opponents pips rounded to the nearest multiple of five. If two or more
players tie for the lowest number of pips, they split the opponents points
between them. A player must announce “last bone” when they have one tile
left in their hand. If any player forgets to declare last bone, and they are
caught, by any of the other players before they make their last play, they
can be tapped for a two-tile penalty; which they must draw from the
bone-yard. The first to reach 250 points wins the game. If a player reaches
this total during play, they are declared the winner and the game is over.

Rules to Block

Number of Players: 2 - 4
Type of Dominoes Used: Double 6
Type of Game: Blocking Game
A.K.A. Block Dominoes, the Block Game, and Allies
Each player tries to match the pips on one end of a tile from his hand with
the pips on an open end of any tile in the layout. If a player is unable to
match a tile from his hand with a tile in the layout, the player passes his
turn to the player on his left. Each player may play only one tile per turn.
The first player to get rid of all dominoes announces “Domino!” and wins
the game. If none of the players can make a play, the game ends in a block.
If a game ends in a block, all the players turn the tiles in their hands
face up, count the pips on each tile, and add them together. The player with
the lowest total wins the game and earns the points (1 point per pip) of all
the tiles left remaining in his opponents’ hands. The player who first
reaches 100 points or more is the overall winner.
Number of dominoes drawn: For 2 to 4 players, each player draws 7 tiles. If
5 or more are playing, prior to the start of the game players should
determine and agree upon the number of tiles each player should draw from
the deck. (If 2 players, each draws 7 or 8 tiles; 3 or 4 players, draw 5 or 6 tiles.)
If there are any remaining tiles after the draw, they are discarded, not
used during that hand because there will be no drawing from the bone yard.

Category: Domino Games

East West Holdem Rules

East West Hold’em

A great quickie game of chance
Very popular in pubs and at parties

Directions:

Up to 4 dice can be in play
There are 4 different symbols on each die
1 side says “E” – East (right)
1 side says “W” – West (left)
1 side says “H” - Hold’em (hold)
1 side has the Harley® “Bar & Shield” symbol (Center)

Any number of people can play from as few as 3 to 10 or more.
This is a great game for parties or after a long ride

To start the game each player places 4 chips in front of them (one
representing each die)
Determine which player will start the game and rotate turns clockwise
Roll 1 die for every chip you have in front of you with a maximum of 4 dice
rolled per turn
At the start of the game you will roll 4 dice (one for each chip)
On your subsequent turn, if you only have 2 chips left you only roll 2 dice,
3 chips 3 dice and so on.

The dice will tell you what to do:
If one die comes up with an “E” pass a chip to the Right
If one die comes up with a “W” pass a chip to the Left
If one die comes up with the “Bar & Shield” you put a chip in the center of
the table
If one die comes up with an “H” you hold a chip (if 4 dice come up with
“H” or “E” you hold all 4 chips or pass 4 chips)

Play continues until there is only 1 chip left in front of someone
The last player with a chip rolls the 1 die if an “H” comes up they hold and
win the pot
Consequently, if an “E” or “W” comes up they pass the chip and the die and
that person has a chance to win the pot
If a Bar & Shield comes up the chip is placed in the center and another game
begins and everyone is playing for a “Double Pot”

If you loose your chip early, never fear you are never out of the game until
the last die is thrown because the last die could be passed to you giving
you a chance to win the pot.

Category: East West Hold'em Rules

Cribbage Rules

Cribbage Rules

Object

To be the first to score 121 points or over. Points are scored mainly for
combinations of cards: pairs, triplets, fours, and run sequence of 3 or more
cards either occurring during the play or occurring in a player’s hand or in
the cards discarded before the play, which form the crib.

Board, Pegs & Score

The Cribbage score is kept by means of a board and pegs kept as they occur
with each player using two pegs alternately: the forward peg shows the
player’s latest score, and the rear peg shows the previous score.

Deal and Discard

In two-handed cribbage, each player is dealt 6 cards then selects two cards
to discard to form a 4-card crib. This 4-card crib is set aside until the
end of the hand. The crib will count for the dealer. Non-dealer (or Pone)
will try to throw cards that are unlikely to make valuable combinations, but
must balance this against keeping a good hand for himself. The dealer may
sometimes find it pays to place good cards in the crib – especially if they
cannot be used to best advantage in the hand.

Starter Card

After the discard, the Pone or non-dealer cuts the cards and the dealer
turns the top card face up. This is the starter card - it will count for
combinations as part of both players’ hands as well as for the dealer’s crib
after the play of cards when each player is counting up their hands. If the
starter card is a Jack, the dealer immediately pegs 2 holes - this is called
Two for his heels.

Play of the Cards

Starting with the non-dealer, the players take turns playing single cards.
You play your own cards to form a face-up pile in front of yourself, keeping
them separate from the other players’ cards. In this stage of the game the
total pip value of the cards played by both players must not exceed 31. The
pip values of the cards are:
Ace = 1; 2 to 10 = face value; jack = 10; queen = 10; king = 10.

As each card is played, a running total is kept until the accumulated score
reaches 31 without going over. If a card is played which brings the total
exactly to 31, the player who did it pegs 2 points and announces ‘31 for 2′.
If you cannot play a card without going over 31 you declare a “GO” and your
opponent must play any cards that will not put the accumulated score over
31. When no more plays can be made and the score is under 31, a final “GO”
is declared and one point is awarded to the player who last laid down a card.
The cards that have been played are turned over and a fresh round of play
starts with the un-played cards in exactly the same way. The opponent of the
player who played last in the previous round (scoring Thirty one for two or
One for last) plays first in the new round. This second round of play again
continues until neither can play without going over 31. The last player
again scores “1 for last” or “31 for 2″, and if either player has any cards
left there is a further round. Play continues for as many rounds as
necessary until both players’ cards are exhausted. Towards the end, it may
happen that one player has run out of cards but the other still has several
cards. In that case the player who still has cards simply carries on playing
and scoring for any combinations formed until all his cards have been played.

Example: Player A has king-king-2-2; player B has 9-8-7-6.
First round: A plays king - “10″; B plays 6 - “16″; A plays king - “26″; B
says “go”; A plays 2 - “28″; A plays 2 - “30 for 3″. A pegs 3, namely 2 for
the pair of twos and 1 for playing the last card of this round.

Second round: B plays 8 - “8″; A has no cards left so cannot do anything;

B plays 7 - “fifteen two” (B pegs 2 points); B plays 9 “24 for 3 and 1 for
last” (B pegs 4 points: three for the run 7-8-9 and one for playing the last
card).
Please note: it is never possible to score “one for last” and “31 for 2″ at
the same time. They are alternatives. If you make exactly 31 for two points
you do not get an additional “one for last”.

Tactical note: It is often worth keeping low cards in hand for this phase of
the game, especially when there is a strong possibility of being able to peg
out before one’s opponent.

Scoring During Play

A player who makes any of the following scores during the play pegs them
immediately:
15: If you play a card which brings the total to 15 you peg 2 claiming
Fifteen two.
31: As mentioned above, if you play a card which brings the total to exactly
31 you peg 2.
Pair: If you play a card of the same rank as the previous card (e.g. a king
after a king) you peg 2 for a pair.
Triplet: If immediately after a pair a third card of the same rank is
played, the player of the third card scores 6 for pair royal.
Double Pair Royal: Four cards of the same rank, played in immediate
succession. The player of the fourth card scores 12.
Run: A run or sequence is a set of 3 or more cards of consecutive ranks
(irrespective of suit) - such as 9-10-jack or 2-3-4-5. The cards do not have
to be played in order, but no other cards must intervene. Score equals to a
number of cards in a run.
Last Card: If neither player manages to make the total exactly 31, whoever
played the last card pegs 1.

The Show

All of the cards that were put down during the play are now retrieved and
score for combinations of cards held in hand. First the non-dealer’s hand is
exposed, and scored. The start card also counts as part of the hand when
scoring combinations. All valid scores from the following list are counted:
15: Any combination of cards adding up to 15 pips scores 2 points. For
example king, jack, five, five would count 8 points (four fifteens as the
king and the jack can each be paired with either five). This combination
would be marked as fifteen: eight.
Pair: A pair of cards of the same rank score 2 points. Three cards of the
same rank contain 3 different pairs and thus score a total of 6 points for
pair royal. Four of a kind contain 6 pairs and so score 12 points.
Run: Three cards of consecutive rank (irrespective of suit), such as
ace-2-3, score 3 points for a run. A hand such as 6-7-7-8 contains two runs
of 3 (as well as two fifteens and a pair) and so would score 12 altogether.
A run of four cards, such as 9-10-J-Q scores 4 points (this is slightly
illogical - you might expect it to score 6 because it contains two runs of
3, but it doesn’t. The runs of 3 within it don’t count - you just get 4),
and a run of five cards scores 5.
Flush: If all four cards of the hand are the same suit, 4 points are scored
for flush. If the start card is the same suit as well, the flush is worth 5
points. There is no score for having 3 hand cards and the start all the same
suit. Note also that there is no score for flush during the play - it only
counts in the show.
One For His Nob: If the hand contains the jack of the same suit as the start
card, you peg One for his nob or nibs

After a non-dealer’s hand has been shown and the score pegged, dealer’s hand
is shown, scored and pegged in the same way. Finally the dealer exposes the
four cards of the crib and scores them with the start card. The scoring is
the same as for the players’ hands except that a flush in the crib only
scores if all four crib cards and the start card are of the same suit. If
that happens the flush scores 5.

Three-Handed Cribbage

Deal five cards each and one card in the crib. Each player discards one card
in the crib bringing the total to 4 crib cards. Each player pegs their own
line.

Four-Handed Cribbage

Deal five cards to each player. Each player discards one in the Crib for a
total of 4 crib cards. The two players seated opposite play as partners and
peg the same line. Play continues alternately and when counting each hand’s
count contributes to the team score as does the crib for the dealing team.
An alternative form is four handed cut-throat or four players playing as
individuals like three handed cribbage.

Category: Cribbage Rules, Game Rules (Other)