Monday, January 1, 1990

DUAL MEXICAN TRAIN

SEE ALSO WIKIPEDIAhttp://en.wikipedia.org/wiki/Mexican_train

Senior Citizens/Retirees of Continental Ranch (SCRCR) further developed this game from a simpler dual Mexican Train game that was introduced to them in 1996. Eight players take about 90 minutes to complete the full game of ten rounds.
Equipment: For 6 to 10 players (best for 8), two sets of double nine [9:9] (colored alike) dominoes are mixed upside down. A "roundhouse" with one center and eight outer "engine bays" is handy (see sketch) but it can be played without a holder, radiating from the center. About a dozen suitable markers such as pennies or Bingo tokens are required.
Setup: (1) Assign an outer position in the roundhouse to each player. (2) Draw seven cars (tiles) each for 8 or more players, eight cars for 7, or nine cars for 6. (3) Announce which of the following two doublet options is to be in play:
Doublet Options: Plain “follow up” is simple, “satisfy” is more complex. (#1) Follow up: If you lay down a doublet you must play a matching tile or pick and play that one (if good). Other players need not follow up the doublet and the game continues. (#2) Satisfy: If you cannot follow up (even after a pick), any other player must do so. Play continues in sequence until someone can satisfy the doublet. Any player who cannot satisfy (even after picking) adds a marker to her train.
Markers: Any time you cannot complete a play per Moves (1) to (7) below, place a marker on your train. All marked trains and bays are open to all players. If the end of your train is already marked, put a marker on a side of your last doublet (if any). When adding to your marked train, remove the marker from the tile you played upon. If someone else plays to a marked train, slide the marker down onto the newly played tile, leaving the "open" end visible.
Starting: (a) Somebody places the [9:9] domino in the center to establish the “engine”. If it is not available [8:8] is used, etc. -- keep track and go back to the missed ones next time. (b) If satisfy applies, and that player does not have a matching tile, she picks and plays (if usable), or she marks and passes. (d) If passed, the next player uses her turn to satisfy the doublet (if possible); her own bay stays empty. (e) Otherwise, she places a matching engine in her bay to begin her train (f) Players can make no other play until their engine bay has been filled or marked. (See the illustrated example below.)
Moves: (1) In “satisfy” a doublet (even the starter) must be followed up first. Otherwise, in any order: (2) Add to the end of your own train. (3) Add to any doublet in it. (4) After your bay has been occupied, start your own (one) side train -- you can't start another player's. (5) Add to any other side or marked train. (6) Put an engine in another person's starting bay, leaving her marker down. (7) Pick and play (if usable). (End example): say only [1:1] and [0:0] are left and nobody can play either one. All players simultaneously draw tiles until one is found. If both are found in one turn [1:1] goes first.
Doublet Play: (a) Lay it cross-wise and follow up. If satisfy is not in play only you must follow up. If satisfy is in play, move #1 rule above applies. You may play a duplicate or matching tile. (b) Otherwise, if unable to follow up, even after picking, mark your train. (c) Play on a side of your own or any side train doublets or on marked sides of another player’s doublet. (d) If you play a doublet as your last tile, you do not need to follow up or satisfy. The round ends.
Side Trains: Each player may start a side train in front (but not anyone else's) with an engine matching the one in the center of the roundhouse. If you start a side train, options 1 or 2 (as applicable) still apply. Anyone can play to any side train. To avoid confusion, turn your side train engine tile over after another car has been added to it.
Going Out: Knock when you are down to one tile. If you don’t knock, and are challenged before the next person plays, pick a tile as a penalty. Play ends when someone goes out or if play is blocked (when no one can satisfy a doublet, etc)
Scoring: Count the spots (double on doublets). Blanks are zero, except [0:0] which is worth 50. Lowest count wins after the whole series of [9:9] down to [0:0] has been played. By agreement the game may be stopped after any round.
Examples of Various Options: (1) Play is clockwise. Joe had the bottom (south) engine bay. He started with the [9:9] but could not follow up, even after a pick, so his bay stayed empty and he had to lay down a marker. (His position shown here is after he had played in the next round; see step 9.)
(2) Ann had two playable dominoes [9:3] and [9:7]. She used the [9:3] to satisfy Joe’s doublet. His marker was left on top. Ann's bay had to be left empty and unmarked for this round -- the tile shown here is after she had played in the second round; see step 10.
(3) Don had no play, so he marked. He can now play on any marked train (next time).
(4) Jan played the [9:5].
(5) Sue had no play, so she marked. She can now play on any marked train (next round).
(6) Ken played the [9:1].
(7) Art had no play, so he marked. He can now play on any marked train (next round).
(8) Ina played the [9:6].
(9) In the second round, Joe did not have a #3 domino to play, even after a pick.
Note: If it had been further on in the game and Joe had doublets in his train he would have had to add a marker on his last doublet because he did not complete a play.
(10) Ann then played her [9:7] to start her own train. Note: Ann could not play on Joe’s marked tile because her own bay had not been filled or marked in round one. If she hadn’t had a playable tile she would have had to pick. Then, if she hadn’t picked a playable one she would have had to mark her bay.
(11) Don had no 9 but did have 3’s so he could play his choice on Joe's marked train. Hopefully Joe can play on that new value.