Tableaux and Advanced Tableaux
	Invented by Howard Fosdick © BestFreeNewGames.com
              
              
	Here are two modern, positional domino games based on numeric
          relationships among tiles. Winning relies more on intellect than
          chance. First, we'll describe Tableaux, then we'll tackle it's more complex sibling,
	  
Advanced Tableaux.
	  
          
          
	  Tableaux
          
          Players and Equipment:  2
          players use a standard set of 6-6 dominoes, where the length of each
          tile is double its width. Also, a cribbage board for easy scoring.
          
          
Objective: To win the Game by being the first player to score
          121 points across as many hands (deals) required.
          
          
Start: All tiles are placed face down and shuffled. Then each
          player draws 4 tiles to start. Remaining tiles become the face down
          drawing stock, or 
boneyard. 
          
          Select one tile from the boneyard as the 
starter. Place it
          face up vertically between the two players, in the playing area or 
tableaux.
          
          Players decide who goes first by a random event such as a coin toss or
          die roll. Following the first hand, the winner of the previous hand
          always goes first.
          
          
Play: In his turn, a player must play at least one tile to
          the tableaux. If he cannot play a tile, he must pass and scores -3
          points.
          
          A player can continue to play dominoes in his turn as long as each
          domino scores points. 
          
          Play of any doublet also allows a player to continue his turn if he
          can (regardless of whether the doublet scores points).
          
          If a player is able to play and score all 4 dominoes in his hand, he
          draws 4 more from the boneyard and continues playing tiles as long as
          each one scores (or is a doublet). Playing all 4 tiles in this manner
          is called a 
play-through.
          
          After a player completes his turn, he draws tiles from the boneyard so
          that he holds 4 tiles for his next turn.
          
          
          
Permissible Plays: There are only 3 legal plays in this game.
          Each is based on the positions and numbers on the tiles in the current
          tableaux.
          
          
1. The Side Play
          
          The side play involves placing a tile at staggered side position to a
          tile already in the tableaux. Numbers must match as in these examples:
          
          
          
 
          
          
	  
          Examples #1 and #2 - The side play tile may be placed on either side
          of the 4-2 (at the player's option), but it must be staggered relative
          to the 4-2. The connecting numbers must match (here that connecting
          number is a 2).
          
          Example #3 - Any matching tile can be used in the side play (here it
          is a 2-6).
          
          Example #4 - This side play connects to the digit 4 on the 4-2 tile.
          
	  
          A side play scores 0 points, but it does fulfil the requirement to
          play at least one tile in a player's turn (thereby avoiding the -3
          point penalty for passing).
          
          
2. The Corner Play
          
          For two staggered
          tiles in the tableaux, there are two positions where a corner play
          is possible. In this example, X and Y mark these two positions:
          
 
          
          
            Thus, a corner play means positioning a half-tile next to two tiles
            already in the tableaux. The half-tile thus positioned must equal
            the sum of the two half-tiles at its flush right angles.
          
            Given the two tiles
            above, any tile positioned at X would have to be a 5 spot (since it
            must equal the sum of the two flush half-tiles, 2 + 3). 
          
            The half-tile
            position at Y would have to be a 6 (since it must equal 4 + 2).
          
            Here are five example corner plays:
          
 
          
           
          
	  
            Example #1 - Placing the 1-5 tile makes a corner play. The 1-5 meets
            the requirements because its 5 matches the sum of the two flush
            right half-tiles (2 + 3). 
          
          Any 5 suit tile would
            work for this corner play. It scores the player a number of points
            equal to the total of the matched pips: 5 points.
          
          Example #2 - The
            corner play tile may be placed in either of two physical positions,
            whichever the player desires.
          
          Examples #3 and #4 -
            These examples show a corner play off the Y corner. The 6 on the 6-4
            equals the sum of 4 and 2, the flush right adjacent numbers. This
            play scores 6 points.
	  
          Example #5 - This
            shows how the player might add another tile to Example #1 for a
            second corner play. Adding the 3-6 scores 3 points.
	  
	
          
          
           3. The Centre Play
            
        
	  For tiles in this formation, a centre play means inserting a valid X-Y
          tile:
          
          
 
 
          
          The tile played in position X-Y must fulfil either of two conditions:
          
	  
	  
	  (1) The number X equals the sum of the 3 half-tiles at flush
          right angles to it.
          
           In the example above, X must equal 1 + 2 + 3 = 6
          
          --or--
          
          (2) Both numbers on tile X-Y added together must equal the sum
          of the 3 half tiles at flush right angles to it.
          
          In the example above, X + Y must equal 1 + 2 + 3 = 6
	
	  
          
          Examples of Case 1: 
          
           
          
          As you can see, any tile having a value of X = 6 completes this centre
          play. This scores 6 points (X points).
          
          
Examples of Case 2: 
          
           
          
	  
          The first two examples show a centre play completed by inserting the
          1-5 tile. The third case shows that any tile with pips totalling 6
          will be playable and score here (in this case, the 0-6 domino). Each
          of these centre plays score 6 points (X + Y points).
          
          
          
Doublets: Playing any doublet allows a player to continue his
          turn if he can (even the doublet scored 0 points for a Side Play).
            
          A doublet scored for a Corner Play or a Centre Play scores double
          points. This Corner Play example scores 10 points, double the normal
          score, because a doublet 5-5 was played:
          
          
 
 
          
          And this Centre Play scores 12 points, double the normal score,
          because a doublet 3-3 was played:
          
          
 Blanks or 0's:
          
          Blanks or 0's:  Blanks function as 0's (zeros) in this game. 
          
          Playing the 0-0 tile allows a player to continue his turn, the same as
          playing any other doublet tile. 
	Played in a Corner Play, a blank
          scores 0 points. This example continues the player's turn but scores 0 points:
          
 Scoring Summary:
 
          
          
          Scoring Summary: 
          
	  
            
              
                | Play: 
 | Score: 
 | Continues Turn? 
 | 
              
                | 
 | 
 | 
 | 
              
                | Pass 
 | -3 points 
 | No 
 | 
              
                | Side Play 
 | 0 points 
 | No 
 | 
              
                | Side Play with a Doublet
 | 0 points 
 | Yes 
 | 
              
                | Corner Play 
 | Points equal to the sum played 
 | Yes 
 | 
              
                | Centre Play 
 | Points equal to the sum played | Yes 
 | 
              
                | Corner or Centre Play with Doublet
 
 | Double the normal points 
 | Yes 
 | 
            
          
	  
          
          
          End of Hand: After one player goes out and there are no more
          tiles in the boneyard, the 2nd player gets one final turn if he wants
          it. Then, the hand ends.
          
          It's also possible for a hand to end when the boneyard is empty, and
          neither player can play. (Players are not assessed the -3 penalty
          points for their final hand-ending "pass".)
          
          Tiles the players have left in hand when the hand ends are not scored.
          
          
End of Game: It's convenient to use a cribbage board to track
          scores during play. The first player to achieve 121 points across
          hands wins.
          
          
-----------------------------------
          
Tips for Play: This
          challenging game rewards forethought. The highest scores result from
          stringing together a series of scoring plays. Playing through all 4
          tiles in hand leads to high scores, as does optimal play of doublets
          for double scores.
          
          Place your corner plays flush to existing tiles to deny your opponent
          a corner play on his turn.
          
	  
*** The Finer Points ***
          
          Legal Plays: As long as you fulfil the requirements for a
          valid Side, Corner, or Centre Play, it is perfectly ok if you play
          tile a that touches flush against a non-matching half tile:
          
          
          
 Illegal Plays:
          
          
	  Illegal Plays: Side Plays are not permitted in any location
          where a Corner Play is possible, nor are Corner Plays permitted in any
          location where a Centre Play is possible.
          
          These two examples illustrate. Positions A, B, C, and D allow Side
          Plays. Positions X and Y only permit Corner Plays. Position Z can only
          be a Centre Play:
          
          
 Dead Positions:
          
          
          Dead Positions: Some
          Corner Play and Centre Play positions are never playable. This is
          because the sum of the half-tiles at the flush right angles is too
          high. 
          
          Position X is not playable in these Corner Play and Centre Play
          scenarios because no domino can fulfil the necessary conditions to
          make the play: 
          
          
 
          
          
          ------------------------------------
	  
          
          
	  Tableaux 99: The Advanced Game --
	  
          Seeking a greater challenge? Try Tableaux with a 9-9 set of dominoes.
          Only two Tableaux rules change:
          
            - Each player's hand contains 5 tiles (instead of 4)
- First player to 361 points wins (3 traverses of a 120-peg cribbage board)
-----------------------------------
License:  Feel free to print, copy, and distribute these rules, so long as you retain this paragraph. Invented by Howard Fosdick © 2023, distributed under 
Creative Commons License CC BY-NC-ND. 
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