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Mexican Train

Éditeur : Tactic

Collection : Ludothéque

Année de parution :1994 | Langue : VF

20 minutes

40.00 € chez Cadeau

Familial | 2 | 8

Fiche sur Board Game Geek (Classement global : 7326 - Complexité : 1.3 / 5 )

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Règles du jeu

Clarified version of the original Cardinal Mexican Train rules By Rick Mathews (rick.mathews@comcast.net), revised August 2006

Introduction

The rules for Cardinal Mexican Train dominoes were first published in 1994 by Pavilion/Cardinal Industries, a domino manufacturer in Long Island, New York. The rules were included in (at least) their Pavilion double-six domino set. These rules were not altogether clear for the uninitiated, however. Consequently, several versions of Mexican train developed as players interpreted and tinkered with the original rules. The following is an attempt to clarify the original rules, which this author believes comprise the best (and simplest) version of the game when understood and applied correctly.

Other versions of the rules proved helpful in determining the intent of the original rules. These included the following:

The versions cited above were all helpful in determining the intent of the original rules, because each set contained correct and incorrect interpretations of the original, fortunately at differing points. Comparing them to each other and to the original rules allowed this author to better determine the intent of the original rules. Of course, only a game nut like myself would take the time to do this!

Les règles

Description

Cardinal’s Mexican Train is played in rounds. A round begins with some preliminary steps (beginning with Set Up below) followed by actual play of the round (beginning with Actions Taken During a Turn below). Each round ends when one player plays his or her last domino. Playing one’s last domino is called "getting off the train". A complete game consists of 13 rounds, although players can agree beforehand on a shorter game with fewer rounds (see Variations at the end of the rules).

Objectif

The object of the game is to have the lowest number of points at the end of all rounds of play. The object of each round is to be the first player to "get off the train" by playing the last domino from one’s hand. When a player wins a round by getting off the train, a scorekeeper records the value of dominoes remaining in the other players’ hands. When all rounds are completed, the player with the lowest number of points wins the game.

Matériel

Mexican Train is usually played with a set of double twelve dominoes (91 dominoes in the set). The following rules assume that a double twelve set is being used. A faster paced game can be played using a set of double nine or double six dominoes. A longer game can be played using double fifteen dominoes. For games not using a double twelve set, the players must agree on how many tiles will comprise the initial deal.

In addition to dominoes, players will need to provide "markers" to designate when other players may play on their trains. Coins can serve this function.

Several manufacturers produce accessories for Mexican Train dominoes. They are not essential, but are helpful playing aids and add to the fun. These include:

Definitions These terms need not be fully understood before reading the remainder of the rules. They are placed here for reference.
  • Tile: Another name for a domino.
  • Double: a tile with the same value on each end.
  • Center Tile: A double tile that is placed in the center of the table and from which all players begin their personal trains.
  • Boneyard: the tiles left over after tiles are drawn by the players during the Set Up step.
  • Hand: all tiles belonging to a player, whether they are part of his or her starting train or "empties".
  • Starting Train: A row of tiles ("train") constructed by each player before actual play of a round begins, representing that player’s "plan". During actual play, however, things may not go according to plan.
  • Empties: Tiles drawn by a player that do not become part of his or her starting train, or which are drawn from the boneyard by the player during play of a round.
  • Personal Train: The row of tiles ("train") placed during actual play of a round that begins from a side or corner of the center tile. Only the player who placed the first tile in that row can play on this train, unless the train is "marked".
  • Marked Train: A personal train that has a marker placed on its open end, indicating that other players may play tiles on that train as long as the marker remains.
  • Mexican Train: A train that belongs to no individual player, and which is always considered a "marked train" because any player may add a tile to its open end.
  • Mise en place

    The dominoes (tiles) are placed face down on the table and mixed. Each player then draws a number of tiles depending upon the number of players in the game: 2, 3 or 4 players: 15 tiles 5 or 6 players: 12 tiles 7 or 8 players: 11 tiles The tiles drawn by a player become his initial hand of tiles. The face-down tiles remaining after all players have drawn remain face down and compose the "boneyard" from which players will draw during the game. Playing the Center Tile First Round: The player who possesses the double 12 places it in the center of the table. This tile is called the "center tile". If no player has the double 12, players take turns (in clockwise order beginning with any player agreed upon by the group) drawing a tile from the boneyard until a player draws the double 12, which is immediately placed in the center of the table. Tiles drawn during this process are added to the players’ hands. Subsequent Rounds: After the first round, the center tile becomes the double 11, followed in the next round by the double 10, etc., until 13 rounds are played (the last round begins with the double blank). Follow the procedure described under First Round above, but substitute the appropriate center tile for each round. Forming Starting Trains After the center tile is placed, each player simultaneously constructs a starting "train" of dominoes. Construction of starting trains is considered to occur prior to the actual "play" of the game. Tiles composing the starting train are placed face up so that all players can see them. The starting train is constructed in a line running from left to right in front of the player. The left side of the leftmost tile must match the center tile (12 in the first round). The left side of the next tile in the train must match the right side of the first tile, and so on until all possible (possible, at least, from the perspective of the player) tiles are placed in the train. For example: 12/5, 5/9, 9/2, etc. All tiles remaining after the starting train is constructed are called "empties" and are placed aside face up so that all players can see them. They, along with tiles in the starting train and any tiles drawn during play, are still considered part of the player’s hand. If a player does not have a tile that matches the center tile, he or she does not construct a train. In that case, all of that player’s starting tiles are considered "empties". Note that a player’s starting train merely determines that player’s initial "plan" for playing tiles during the actual play of the game described below. During play, the player is not obligated to play tiles in the same order they occur in his or her starting train. Players may play any tile in their hand at any valid point in the game, whether the tile is part of the starting train, an "empty", or a tile drawn from the boneyard during play. Actions Taken During a Turn After starting trains are formed, actual play of the round begins. The player who placed the starting tile for the current round begins play. When his or her turn is completed play proceeds to the next player to the left in a clockwise direction around the table. As in any domino game, when a tile is played it must have an end that matches the open end of the tile on the end of an already-played tile. The matching end must be placed adjacent to the open end. During his or her turn, a player may perform one of the following actions:

  • Start his or her personal train by placing a tile next to an open side or corner of the center tile. Each player may only have one personal train, so this action may be done only once per player per round.
  • Start the "Mexican Train" by placing a tile next to an open side or corner of the center tile. If there are no open slots adjacent to the center tile (only possible if there are 8 players in the game), then the Mexican train may be started along the side of the table. The starting tile must still match the number of the center tile, however. There can be only one Mexican train, so this action may be done only once per round. If the first player does not start the Mexican train, any subsequent player may start it.
  • Place a single tile on the open end of his or her train. Thus players build their trains as "spokes" emanating from the center tile.
  • Place a single tile on the open end of the Mexican train.
  • Place a single tile on the open end of another player’s train, but only if that player’s marker is on the last tile of that train.
  • Drawing Tiles and Marking Trains If a player can make one of the plays above, he or she must do so. If a player cannot make one of the plays above, then he or she must draw a tile from the boneyard. If this tile is playable then it must be played. If it is not, then the tile is placed face up with the player’s empties and a marker is placed on the last tile in the player’s personal train. This applies even if the player has not yet played a single tile on his or her personal train. In such a case, the marker is placed where the first tile would normally be played. As long as the marker remains, other players may play tiles on that player’s personal train (and the marker is moved to the new last tile after each such play). If the player is able to play a tile once again on his or her personal train, then the marker is removed and other players cannot play tiles on that train until a marker is again placed on the end of the train. Note that markers should be placed so that all players may clearly see the open number on the last tile of a train with a marker. Playing Doubles When a double is played, it must be placed perpendicular to the tile it is matching. The player must then play another tile as a follow-up. The second tile need not be another double, and it need not be played on the same train. If the follow-up tile is a double, then it must be followed up with another tile. In other words, a player may play any number of doubles on his or her turn, but when the final double is played it must be followed up with a non-double tile. If the player cannot play this follow-up tile, he or she must follow the procedure under Drawing Tiles and Marking Trains above. In addition, other players are now affected by the player’s inability to play a follow-up tile, in that the next player must play a follow-up tile on the last double played. This means that unlike the player who initially placed the double, this next player must play the follow-up tile adjacent to the double and matching its number. If the next player cannot do so, he or she follows the procedure under Drawing Tiles and Marking Trains above. This continues with each player around the table until someone is finally able to play a follow-up tile on the last double played. Note that this rule will often interfere with other player’s plans for their personal train, because they must play a tile even if it comes out of their "starting train" or would otherwise be playable on their personal train! Ending the Round When a player has one tile left, he or she must indicate this by saying "Down to one" or otherwise indicating in an agreed-upon manner that there is one tile left. If the player fails to do so before his or next turn and is "caught" by another player, the caught player must immediately draw another tile from the boneyard and add it to his or her empties. The round ends when one player plays his or her last tile. This is called "getting off the train". If the last tile played is a double, it does not have to be followed up with another tile. If a player cannot play a tile and cannot draw a tile because the boneyard is empty, he or she must pass. If all players are forced to pass, the round ends at that point. At the end of the round, players add up the value (in dots) of their remaining tiles and give the totals to the scorekeeper who records the totals under each player’s name. Subsequent Rounds and Winning the Game After the first round in which the double 12 is the center tile, players begin a new round in which the double 11 is the center tile. Players continue in this way with the next lower double in subsequent rounds until the last round is played with the double blank. The player with the lowest score at the end of all rounds wins the game.

    Variantes

    Rather than draw tiles at the beginning of each round until the appropriate double tile is found, players may agree to remove that tile and place it as the center tile before the other tiles are shuffled and dealt.

    Rather than play 13 full rounds, players may agree to play a shorter game consisting of any number of rounds. They may also agree to begin each round with the highest double dealt, or with the first double drawn if no doubles are dealt.