Mexican Trains

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.

EQUIPMENT

The game uses a double twelve domino set, one marker for each player and one special double marker shared by all the players. Coins or small poker chips will serve as markers, but make sure that the special marker is clearly different from the personal markers.

THE DEAL

There is a boneyard in this game. The number of players determines the number of tiles in a hand according to this table:

PlayersDouble Twelve
215
315
415
512
612
711
811

THE PLAY

The double twelve, called the engine, is placed first in the center of the table by the player holding it. Play then 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.

PlasTech Industries used to sell a special frame shaped somewhat like a gear wheel to hold the trains and the central domino. The double marker is placed on the engine, since it is the last double to be played at this point in the game.

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", with a line pointing towards each player.

Playing Tiles

When everyone has their train in place, each player in turn places tile on the end of trains according to these rules. If a player can place a tile, they must do so in their turn:

1) If the double marker is on the end of a train, then the player is required to play on the marked train. If they cannot, they must draw a tile and the turn passes to the next player. We will say more about playing doubles later. When someone plays on the double, the double marker is moved back to the engine, so other players can reuse it.

2) The end of their own train. We will say more about how markers are placed and removed on a player's train later.

3) The end of the train of another player if the other player's train has a marker on it. When play is made to a marked train, the personal marker is removed and returns to the owner of the train.

4) If a player is not able to play on an existing train in the roundhouse, the player may start a "Mexican Train". The first car in the "Mexican Train" must start with the engine count, so that it is a part of the roundhouse, like all other trains. After this point in the game, the "Mexican train" acts like a train that always has a marker on the end and it is covered by the rules that apply to any train.

There is no priority as to which train to play on in situations (2), (3) and (4). Much of the game is picking which train will give you the most options for future plays.

If a player is unable to play on the end of his own train or a marked train (i.e. the last double, the Mexican train or another player's train), he must draw a tile from the boneyard. If this new tile can play, he then does so. If this new tile still cannot play, he retains the tile in his hand and places a personal marker on the end of his train. The turn passes to the next player.

Playing Doubles

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 he runs out of doubles. The player has to put the special double marker on the last double played. Alternately, instead of a special marker, you can simply turn the double across the line of the train to mark it.

The next player is obligated to play on the train with the last double placed, i.e. the one with the special marker on it. 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". When the double is played upon, the special marker is returned to the engine.

For example, assume a player has three doubles, [1-1], [2-2], [3-3] and he holds the [2-6] and [3-4] in his hand. He plays his [1-1], places the doubles marker, and gets another turn. He plays his [2-2], places the doubles marker, and gets another turn. He plays his [3-3] places the doubles marker, and gets another turn. If he puts the [3-4] on the [3-3], which frees up the last double played, he has gotten off the train. If he decides to play the [2-6] on the [2-2] or on some other tile, then the next player is obligated to play on the [3-3] because it is still marked.

A player must announce when they have one tile left in their hand; this can be done by tapping the table with the final tile or with the marker. When a player forgets to "tap" the table when they are down to one tile, they have to take two more tiles. Anyone who catches him before the play rotates back to the offender can tap him for the two tile penalty. If the play gets back to him and he was not caught, then he can play without penalty.

The best method is to put the last tile face down in front of the player, so there is no argument as to whether an announcement was made.

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.

SCORING

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.

COMMENTS & STRATEGY

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.

EQUIPMENT

The game uses a double twelve domino set.

THE DEAL

There is a boneyard in this game. The number of players determines the number of tiles in a hand according to this table:

PlayersDouble Twelve
215
315
415
512
612
711
811

THE PLAY

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.

SCORING

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.

COMMENTS & STRATEGY

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.

The Game Cabinet - editor@gamecabinet.com - Ken Tidwell