Article by Joe Celko (71062.1056@CompuServe.COM).
This is another version of Trains, with slightly different rules, but much the same goals and strategy. It was first introduced by Cardinal Industries, a Plano, Texas domino manufacturer. I have taken the liberty of adding more railroading terms to the game and clearing up some missing information in the short description given on one sheet booklet included in their double six set.
The game uses a double twelve domino set.
There is a boneyard in this game. The number of players determines the number of tiles in a hand according to this table:
| Players | Double Twelve |
|---|---|
| 2 | 15 |
| 3 | 15 |
| 4 | 15 |
| 5 | 12 |
| 6 | 12 |
| 7 | 11 |
| 8 | 11 |
The double twelve is placed first in the center of the table. Play moves clockwise. If no player has the double twelve, players draw a tile from the boneyard in turn until someone does have the double twelve and can place in the center of the table.
Each player in turn builds a train in front of himself which spins off of the central double twelve, which makes twelve the "engine number" for this round.
This is done as one play, not a tile at time as in Trains. The leftover tiles in his hand are called "empties". The resulting layout of radiating trains is called the "roundhouse".
When everyone has their train in place, each player in turn places tile on the end of their train or the train of another player if the other player's train has a marker on it. If they are not able to play on an existing train in the roundhouse, they may (it is not required) start a "Mexican Train" off to the side.
The "Mexican Train" must start with the engine count on one end and it is open to all the other players at all times. Player may add cars only to the end which did not have the engine count. In effect is a shared "spur" off of the roundhouse, belonging to all the players.
If a player is unable to play on the end of his own train or that of another player whose train has a marker on it, he must draw a tile from the boneyard. If this new tile can play, he does so. If this new tile still cannot play, he retains the tile in his and places a marker on the end of his train (a coin or small poker chip will serve as a marker). The marker says that the other players may now add cars to his train in their turn instead of to their own trains.
If a player places a double, he must place another tile in the same turn. This second tile can be but does not have to be placed on the double. If this second tile is also a double, the player gets to place a third tile under the same rules and so forth until they run out of doubles.
The next player is obligated to play on the last double placed on the table. If he is not able to do so, he draws a tile from the boneyard and puts a marker on the end of his train. Each of the following players is obligated to play on the double or mark their train in their turn in the same manner. Playing on the double and breaking this pattern of play is called "getting off the train".
The following rounds start with the double eleven, then the double ten and so forth until the final and thirteenth round is played with zero as the "engine number" and the double zero tile as the roundhouse.
A player must announce when they have one tile left in their hand.
Play stops when one player has dominoed. They are the winner of that round and get a score of zero. The other players score the total of the pips on the tiles left in their hand. The lowest score wins the game.
It is a good idea to Xerox a score sheet with the engine number down the side and the names of the players across a grid for each game, so that you do not forget the engine number between hands.
The markers should not be placed on the tile on the end of your train, since that would block all or part of the pips. If you are using transparent plastic markers, then you might allow covering the pips.
Be aware of which trains are open for play in your turn. Build the longest possible initial train so that you have the fewest number of tiles to play after the first round.