DOMINOES.

Although properly a game for two persons, Dominoes is sometimes played by four, two being partners against the other two. There are also some round games in which any number from three to six may play, each for himself.

The Sets. A set of dominoes is a number of pieces of bone, usually about 1½ inches by ¾, and ⅜ thick. These bones have upon their faces the permutations of the numbers from six to blank, taken two at a time. Some sets begin at double nine, and others at double twelve; but the standard set is double six, and is composed of twenty-eight pieces.

The Suits. All the dominoes with the same number upon either end belong to the same suit; the seven bones with a 4 forming the 4 suit; those with a 6 the 6 suit, and so on. The number of pips in each suit may be easily remembered by observing that the ace suit has the same number of pips as the pieces in the set, 28; and that each suit above the ace has seven pips more than the number of pieces in the set, while the blank suit has seven pips less, so that each suit progresses in regular order, seven pips at a time, as shown in the margin.

Blank21
Ace28
Deuce35
Trey42
Four49
Five56
Six63

Shuffling and Cutting. Dominoes are provided with a small brass pin in the centre of the face, which enables one to spin them round, push them about on the table, and so to shuffle them thoroughly. There are three methods of determining who shall have the first play, or set, as it is called: 1. The player having the higher double; or, failing any double in either hand, the heavier domino, that is, one with a greater number of pips on its face than any held by his adversary. 2. One player selects any two dominoes, face down, and pushes them toward his adversary, who chooses one. Both are then turned up, and whichever gets the lighter domino has the first set. 3. Each player draws a domino, face down, and the one getting the lower double sets first. If neither draws a double the lighter domino sets.

The dominoes are then shuffled again by both players, and each draws the number of pieces required by the game they are about to play. The dominoes remaining on the table are left face down, and form the stock or bone-yard. Each player should sort his dominoes into suits, and either leave them standing on their edges on the table with their faces toward him, or hold them in his hand. Few persons can hold more than six dominoes in this way, so the seventh is left upon the table, or is the first one set.

Matching. All games of dominoes are based upon the principle of matching, or following suit; which requires that each domino played shall belong to the same suit as one of the exposed ends of the line of dominoes already played, and exposed upon the table. In playing a domino, it must be so placed that the end of it shall match and adjoin the exposed end of the line; a six being played to a six, a four to a four, and so on. Each domino, as played, is laid face upward on the table, the ends abutting, and doublets being laid across, or at right angles to the line.

The principal games are divided into two classes; those in which the object is to block a player, so that he cannot follow suit, and those in which the object is to make the ends of the line some multiple of five or three. The Block Game will be described first.

THE BLOCK GAME. Each player draws seven dominoes, and the one whose turn it is to set lays down any domino he pleases. If a good player, he will select one of his longest suit, especially if he has three or more, and his object will be to get the line back to his suit as often as possible. If a player had to set with the hand of dominoes shown in the foregoing diagram, he would select the 5-0, because he has four of the 5 suit, and three of the 0 suit. This would compel his adversary to play some domino having upon it a 5 or a 0. Let us suppose this adversary to hold the following dominoes: 6-6, 6-3, 6-1, 6-0, 5-1, 5-0. He would of course play the 6-0, in order to bring the line round to his long suit of 6’s. As this would close the blank end of the line, the first player, whom we shall call A, would have to play on the 5 end, as he has no 6. In order to get the line back to his second longest suit, the blanks, he would play the 5-2, hoping to play 2-0 next time. His adversary, B, would play on this end if he could, but being unable to do so, he gets rid of his heaviest domino, playing the double six. A plays 2-0, and B should now bring in his suit of aces by playing 6-1, which would win the game; but for the sake of illustration we shall suppose that he foolishly plays 6-4. A plays his double four, and the dominoes on the table present the following appearance:—

B, having neither 4 nor 0 on any of his remaining dominoes, says: “Go,” which signifies that he is blocked, and cannot play. A can now play at either end, and with either of two dominoes; but it would be bad policy to play the 4-5, because his adversary might be able to play to the 5; but it is a certainty that he cannot play to either 0 or 4. If A plays the 4-5, B gets rid of all his dominoes before A can play again. If A plays the 4-0 on the blank end, he will have to play again with his 4-5; but if he plays it on the 4 end he blocks himself.

Whether to block the game or not depends on the probable comparative value of the dominoes held by A and B. If A blocks the game by making both ends blank, both players show their remaining dominoes, and the one with the greater number of pips loses as many points as he has pips in excess of the other player. In order to judge whether to block or play, it should be remembered that as there are 147 pips in the entire set, the average value of each domino will be 5¼. If A blocks the game, he will have 17 pips left in his hand, which is above the average value of two dominoes; but his adversary will have four dominoes to count, and it is probable that they will be worth about 21 points. The fact that the seven dominoes already played are 13 pips above the average will reduce the probable value of B’s dominoes to about 20. On the other hand, A knows that B has no blanks, which would slightly increase the weight of B’s dominoes.

If A blocks the game, as he should do with the odds in his favour, he will win 7 points, the difference between his 17 and B’s 24. If he does not block, he must follow the 4-0 with the 5-4. This will bring in B’s ace suit, bringing him back to his long suit of 6’s. When the 5-1 was played, A would have to say, “go,” and B would continue with 1-1, 1-6, 6-3, claiming domino, all his pieces being exhausted. Although A can now play, it is too late, for when one player makes domino he counts all the pips remaining in his adversary’s hand; in this case, 8 points for B.

Had B played properly, by putting down 6-1, instead of 6-4, A would have been compelled to play his 4-0, and B would have made both ends 6’s, A saying, “go.” By then playing his double ace, B would have made certain of domino next time by playing the 6-3, for even if A could play to the 3, he could not shut B out of the ace, and B’s 5-1 would make, him domino, winning 17 points.

The Block Game is sometimes played 50 or 100 points up, and at the end the winner takes the stakes, if any, or settles at so much a point for the difference between the scores.

In the Four-handed Block Game the players cut for partners, the two lowest playing against the two highest, and the lowest cut having the first set. Each player draws four bones, and the play goes round from right to left. When any player is blocked, and says “go,” the one on his left must play or say “go,” also. The game is at an end when one player gets rid of all his dominoes, or all four players are blocked. The pips remaining in the hands of the partners are then reckoned, and the side having the lower number wins the difference.

Another variation is for each to play for himself, but instead of playing only one domino at a time in each round, a player may go on as long as he can follow suit to either end of the line.

DRAW GAME. In this variation of the Block Game, each player has the option of drawing any number of dominoes from the bone-yard except the last two, which must always remain in stock. He may draw while he is still able to play, or not until he is blocked; but when he is blocked he is compelled to draw until he obtains a domino that can be played, or has drawn all but the last two in the bone-yard.

MATADORE GAME. This is another variety of the Block Game. Each player takes seven bones, and the highest double or the heaviest domino sets. The object is not to follow suit to the ends, but to play a number which will make the end and the number played to it equal seven. If the end is a 3, a 4 must be played; a 2 must be played to a 5, and an ace to a 6. Four dominoes in the set are trumps, or Matadores. These are the double blank, and the three dominoes that have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps may be played at any time on either of the ends, in order to prevent a block; but the following player, if he does not play a trump also, must play the complement of seven to whichever end of the matadore is left exposed. Doublets are not placed crosswise, and count only for the suit to which they belong; a double three cannot be played to an ace, because it counts as three only. The trumps are usually placed at right angles to the line. The game is decided and settled for as in the ordinary Block Game.

SEBASTOPOL. In this variety of the Block Game, four persons play. Each takes seven bones, and the double six sets. Nothing but sixes can be played until both sides and both ends of the first set have been played to. When these five dominoes have been set, any of the four ends may be played to. Each player in turn must play or say, “go.” The game is decided and settled for as in the ordinary Block Game.

BERGEN GAME. Two persons play, each of whom draws six bones. The highest double sets, and scores two points for the double header. Two points are scored by the player making both ends of the line the same. If there is a doublet at one end, and one of the same suit at the other, it is a triple header, and counts three. Fifteen points is game. In addition to the headers, domino counts one. If both players are blocked, the bones are shown, and the one having the smallest number of pips and no doublet counts one toward game. If he holds a doublet, his adversary scores one; but if both hold doublets, the lower number of pips wins the point.

DOMINO POOL. Any number from three to six can play, and a pool is made up. They draw for the first set, and after shuffling again, each player takes such an equal number of bones as will leave at least eight in the stock. The leader plays anything he pleases for the first set, and each following player must follow suit if he can, to one end or the other. If a person cannot play, he says “go,” and the player on his left plays or passes also. When one makes domino he wins the pool. If all are blocked, the smallest number of pips left in hand wins; ties divide.

MUGGINS, OR ALL FIVES. This is a game for two, three, or four players. The object is to make the two ends of the line some multiple of five, and for every five so made the player scores five points toward game, which is usually 100 up. If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10. The 5-0 played to this would count 10 for the second player, because one end of the line being 10 and the other 0, the total value of the two ends is still 10. Double blank played to this would count 10 more. If 5-6 is now played on one end, and 0-4 on the other, the count will be 10 again, as shown on the diagram. The figures show the order in which the dominoes were played.

The highest possible score is 20 points, made with the 4-4 and 6-6, at different ends. If either player makes a multiple of five without noticing or claiming it, his adversary says, “muggins,” and scores it himself. If a player makes an erroneous score, it must be taken down, and his adversary marks it as penalty.

When a player cannot follow suit, he must draw from the bone-yard until he gets a domino that can be played; but the last two in the stock must never be drawn. When one player gets rid of all his bones, he calls domino, and scores the nearest multiple of five that is found in the dominoes remaining in his adversary’s hand. Remainders of 3 or 4 count as 5; those of 1 or 2 as nothing; so that 12 pips would count as 10; but 13 would count as 15. The players usually settle at the end of the game for the difference between their scores.

Muggins is sometimes varied by playing from both ends of the first doublet set, as well as from the sides. It is not necessary to play on the ends of the first set until one cannot play on the line; but any of the four points may be played to at any time. The end of the first doublet does not count in making multiples of five, but the ends of any dominoes played to it must be counted. If only one end of the first doublet has been played to, there will be three ends to count to make multiples of five; and if both ends of the first doublet have been played to, there will be four ends. Every count must take in all the ends that are in play. The highest count possible is 35; all four lines open, with the 6-6, 4-4, 5-5, and 0-5 at the ends.

ALL THREES. Muggins is sometimes played by making the object to get multiples of three at the ends, instead of multiples of five. Otherwise the game is the same as All Fives.

There are several card games with dominoes, but they are little used, and hardly worth description in a work of this kind.