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THE BLOCK GAME
The block game is the simplest of all Domino games. Two, three
or four may play. With two, each player draws seven bones for
his hand. With three or four, each takes five bones.
The player holding the highest doublet sets it-lays it down as
the first play. The turn to play then rotates to his left.
Each play is made by adding a bone to an open end of the layout,
with like numbers touching. The layout always has two open ends.
The two branches are built off the sides of the set, and all doublets
are customarily placed crosswise, but this does not affect the
number of open ends.
If a player cannot play in turn, he passes. The game ends when
a player gets rid of his hand or when no player is able to add
to the layout. The one with the lightest remaining hand (which
may be no bones at all) wins the total of pips on all bones remaining
in the other hands. The amount needed to win a game may be fixed
by agreement, as 100 in three-hand play.
All that a Player can do to control his destiny in this simple
block game is to try to keep the largest assortment of different
numbers in his hand as long as possible. For example, if a player
has choice of playing the 54 or 5-3 on an open 5, he should choose
according as he has other 4s or 3s in his hand.
Tiddly-Wink
Tiddly-Wink is the block game adapted for a large number of players,
say six to nine. Each draws only three bones. The player with
the highest doublet sets it. There is only one open end on the
layout, three sides of the set being forever closed. Bones are
played by matching as usual. If unable to play in turn, a player
passes. Anyone playing a doublet, including the set, has the right
to play a second time, if able. The first hand to "go out"
wins, or the lightest hand if play comes to a standstill before
any goes out. The winner takes a pool that is formed by equal
antes from all players before the draw.
Sebastopol
Sebastopol is in effect a block game because there is no boneyard.
Four play, and each draws seven bones. The 6-6 must be set, and
the turn then rotates to the left of the first player. The 6-6
is open four ways, and the first four plays after the set must
be upon it-no branches may be extended until all four have sprouted.
In all other respects the rules are those of the Block Game.
THE DRAW GAME
The Draw Game, at its simplest, follows the rules of the Block
Game except that a player having no playable bone must draw from
the boneyard until he gets one. After the boneyard is exhausted,
a hand unable to play passes. The lightest hand, when play ends
in a block or a player goes out, wins the total of points left
in all other hands. Game may be fixed at 50 or 100 points.
Bergen
Bergen is a draw game in which the highest doublet is set and
the layout always has two open ends. A player scores 2 points
for double-header if he makes the two ends alike in number, or
3 for triple-header if in addition there is a doublet at one end.
The winner of a deal scores I point. Game is 15 points.
Matador
Matador is a draw game in which adjacent ends on the layout do
not match, but total 7. An open 6 calls for a 1, 5 for 2, 4 for
3, and so on. A blank is closed to the play of anything but a
matador, one of the four bones 0-0, 6-1, 5-2, 43. A matador may
be played at any time anywhere, without regard to the numbers,
and with either end against the layout. Doublets are placed endwise,
thus counting singly. For example, 1-1 is playable on a 6, not
on a 5.
Sniff
Sniff is one of the best of all Domino games, especially when
played by two. It may also be played by three or four.
With two, each player draws seven bones for his hand. With three
or four, each takes five.
First turn to play is decided by lot, and the leader may play
any bone in his hand. As will be seen presently, he may score
by his play. Until the first doublet is played, the layout has
only two open ends. The first doublet becomes the sniff, and is
open to play on all four sides.
The object of play is only secondarily to get rid of the hand.
Foremost is to score during play. After each play the total of
the numbers on the open ends is noted, and when this is a multiple
of 5 the player who made it so scores the total (called muggins
points). For example, if the leader sets the 3-2, he score, 5.
If the second hand places the 24, and the third plays the 3-3
crosswise, the latter player scores 10.
Because sniff is open four ways, the first doublet may be played
either crosswise or endwise. For example, if the set is 3-2, scoring
S. the next hand may add the 3-3 endwise so as to score 5 also.
Although the layout is open in four directions after sniff is
down, there still may be only two or three countable ends, for
the sides of sniff do not count in the total until they have sprouted.
A doublet other than sniff must be placed crosswise, and both
its ends count in the total until it is canceled by the play of
another bone on it. If the ends of sniff (as contrasted to the
sides) project from the layout, they count even though they have
not yet sprouted. For example, if sniff is 5-5, and branches are
built off the sides until 6-6 is played on one side, +4 on the
other, the total is 30.
If unable to play in turn, a player must draw from the boneyard
until able. Some make the rule that the last two bones may not
be drawn. It is well to have agreement on this point before commencing
a game. A player may draw from the boneyard even if able to play
without drawing-and sometimes it is worthwhile to do so.
The hand that goes out, or has the lightest count if the game
ends in a block, wins the total points remaining in the other
hands, taken to the nearest multiple of S. For example, 7 counts
as 5 and 8 as 10. In two-hand, the first to reach 200 wins a game.
With more players, game may be 200, but usually is lowered to
100 by agreement, for there is less opportunity for scoring muggins
points (for making the total of open ends a multiple of 5).
Strategy of Sniff
Certain bones are of intrinsic value because they give greatest
probability of making a muggins score. The 5-5, 6-4, 5-0, +1,
and 3-2 score as the set. The 5-5 5-0, and 0-0 always make a score
if played when the preceding hand has made a score. The 6-1 usually
has the same effect. The 6-3, +2, 2-1 make a score if played after
the previous hand has scored by playing the doublet of the lower
number (3-3, 2-2, or 1-1). The bone that matches sniff at one
end and has 5 at the other scores if played off a side of sniff
after the previous hand has scored.
Especially in two-hand, there is opportunity to save such bones
until they can be played to good effect. If the opponent is not
too nearly out, it may be worthwhile drawing a few bones to try
to avoid having to give up the 5-0 or 6-1 without scoring. Likewise
occasion arises for drawing to get a particular bone that will
make a score. A player with three or four more bones than his
opponent is sometimes able to score in several successive turns,
earning more than his investment.
The above was copied from Hoyles Book of Rules. My copy is so old, it doesn't have an ISBN or UPC code on it. March 9, 1999
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