Marfil Dominoes
Dominoes with friendsPlay with a friend
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Game information
- Players
- Alone, or with a friend through a room link
- Category
- Board & Card
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 11 times
About Marfil Dominoes
Nine clubs keep a domino table, from a courtyard under a lemon tree to the Grand Salon, and every one has regulars with their own habits and one rule the club before never played. Win at a table and the next club opens its door.
Dominoes against computer rivals or two to four friends online: Draw, Block and All Fives, partners, a nine-club circuit, lessons and a daily hand.
How to play Marfil Dominoes
Each player takes seven tiles from a double-six set (five each when four play a drawing game, ten each with the double-nine set). The first hand is opened by whoever holds the highest double; after that the winner of a hand opens the next. On your turn set one tile against an open end so that the two touching halves show the same number: tap a lifted tile to play it, or drag it onto the table. A tile that fits more than one end is picked up first, and you tap the place you want it. Doubles lie across the line. With no tile that fits: in Draw you take tiles from the boneyard until one fits, in Block you knock to pass, in Bergen you draw one tile and pass if it does not fit. The hand ends when a player goes out or when nobody can play. Going out scores the pips left in the opponents' hands; a blocked hand goes to the side with the fewest pips, for the difference. In All Fives the open ends are added up after every tile and a count that divides by five scores that many points; the first double is the spinner, and once both of its line sides are covered tiles can go on its other two sides as well. In Bergen a play that leaves the same number at both ends scores 2 points, or 3 when one of those ends is a double. The match goes to the first side to reach the target. With four at the table you can play two against two, partners sitting opposite. Keys: Tab and the arrow keys move between tiles and places, Enter plays, D draws, K knocks to pass, H asks for a hint. To play friends online, press Play with a friend, pick two to four players and the rules, and send the link; bots fill the empty seats.
Controls
- Touch
- Tap a lifted tile to play it or drag it onto the table; when it fits more than one end, tap the place you want. Tap Draw to take a tile or Knock to pass.
- Mouse
- Click a lifted tile to play it or drag it onto the table; when it fits more than one end, click the place you want. Click Draw to take a tile or Knock to pass.
- Keyboard
- Tab and the arrow keys move between tiles and places and Enter plays; D draws, K knocks to pass, H asks for a hint.
Features
Four rule sets
Draw, Block, All Fives with the spinner open on four sides, and Bergen with its double-headers and triple-headers, with a double-six set or a double-nine set for four.
Nine-club circuit
Each club adds a rule and stronger regulars: Block, three at the table, All Fives, Bergen, a face-up boneyard, a twelve-second turn clock, a double-nine partnership table and All Fives in pairs.
Play with friends
Create a table for two, three or four and send the link. Pick Draw, Block or All Fives, the points to win, and two against two for a table of four; bots fill the empty seats.
Lessons and a tile tracker
Six short lessons on counting, reading a knock, the spinner and partner play, each one position with one right tile. At the table a tracker shows which tiles are still out and what each rival has knocked on.
Daily hand and tile sets
Three hands of All Fives with the same tiles for every player each day and a score to compare, twenty missions, a hard mode, and five tile sets from ivory to gold inlay.
Tips
- Every number is on seven tiles of a double-six set: count the ones in sight and you know how many are still out.
- A player who knocks has none of the numbers at the open ends. Leave those numbers again and that player knocks again.
- Play doubles early: a double fits one number only and is the first tile to get stuck in your hand.
- In All Fives look at the count your play leaves as well as the one it makes: an end that lets the next player reach a multiple of five costs you points.
- When a rival is down to one or two tiles, get your heaviest tiles out: whatever you still hold is their score.
Frequently asked questions
What is the difference between Draw, Block and All Fives?
In Draw a player who cannot play takes tiles from the boneyard until one fits. In Block nobody draws: you knock and the turn passes. All Fives is played like Draw, but after every tile the open ends are added up, and a count that divides by five scores that many points.
What is the spinner in All Fives?
The first double played. When both of its line sides are covered, its other two sides open too, so the chain has up to four ends and all of them count toward the multiple of five.
How do I choose which end a tile goes on?
A tile that fits only one end is played when you tap it. A tile that fits more than one end is picked up, the places it can go light up on the table, and you tap the one you want. Tap the tile again to put it back.
Can I play Marfil Dominoes with friends?
Yes. Press Play with a friend, pick two, three or four players, the rule set and the points to win, and send the link. Anyone who opens it takes a seat, and bots play the seats nobody took. A table of four can play two against two.
Who starts a hand?
The first hand of a match is opened by the player holding the highest double, who has to set that double. Every later hand is opened by the winner of the hand before, with any tile.
Does the game save my progress?
Yes, your circuit progress, tile sets, solved lessons and a match in progress save on this device. To move them to another phone or computer, use Sync devices and enter the code it gives you, no account needed.
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