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Number
of players: 1
Type of Dominoes Used: Double 12
Type of Game: One
player game
Object of the game. To arrange the 12 double tiles from the set into a
circular formation, each double being positioned in the same place as it
would appear on a clock face. For example, the 1-1 tile would be placed
in the formation in the same location the 1 would appear on a clock
face; the 2-2 would be placed where the 2 would appear; and so on.
Remove the double-blank tile from the deck. Shuffle the remaining tiles,
facedown. Draw 12 tiles, and then place them, faceup, in a circular
shape, placing the first tile at the point that will be considered
"12:00" (where 12 would appear on a clock face), and continue
by placing the second tile at '1:00' and so on, proceeding clockwise.
Finally, place the double-blank tile inside your circle, at the very
top, so as to "point to 12:00."
After the initial layout is finished, draw tiles one at a time from the
deck, seeking to place each tile face up on top of another tile in your
clock formation. When placing one tile on top of another, at least one
end of the tile you are playing should match at least one end of the
tile you are covering.
If you drew the 6-10, you could play it on the 3-10, 6-1, or 4-6. The
best play, however, is likely to be on the 4-6 at the "10:00"
time slot, in case you soon draw the 10-10.
By the way, never place a tile on top of a double, whether the double is
in its correct time slot or not.
Except when it's a double tile, if you are unable to play the tile drawn
from the deck because there is no match, place that tile aside, never to
be drawn during the remainder of the game.
When you draw a double that has no match on the clock at all or when you
have a double on the clock but in the wrong place, this is called a
"double in trouble." The 7-7 at "4:00' in the drawing is
a "double in trouble."
When you have a "double in trouble," you may move the top
domino of any pile to the top of another pile, as long as at least one
end of the tile being moved has the same number of pips as at least one
end of the tile it is being placed on top of. Continue making as many
such moves as necessary in order to bring any "double in
trouble" to its correct time slot. You may even empty an entire
time slot in this way, creating a blank space.
If you cannot fill a blank time slot with its correct double, fill it
immediately with a new tile.
As soon as you place a double in its correct time slot, turn that tile,
along with all the tiles underneath it, so it radiates out.
If you draw a double that cannot be played anywhere, the game is lost.
Variations:
This game may be played,with a double-9 set, in which case your clock
face will not be a complete circle, starting with "1:00" and
going to "9:00."
You may also play this game with a
set of double-6 dominoes, using a half-circle for your clock face or
dealing the 6 tiles in a straight row, if you prefer.
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