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- Mack's DOMINO Parlor
- Version 4.2, December, 1991
- Copyright (c) B. J. Ball
-
-
- System Requirements: IBM PC or Compatible, 256K RAM,
- Graphics card and monitor (CGA/EGA/VGA)
-
- An asterisk denotes a feature of the registered version only.
-
- Description of game.
-
- This is a computer implementation of a two-person single-spinner
- domino game. The discussion below presupposes some knowledge of
- this game, but an appendix, adequate for one who has never played
- dominoes before, is included. Since domino rules tend to be quite
- local, even those very familiar with some version of the game might
- wish to scan the Appendix for possible variations from their rules.
- * (Some of the more common variations are included as options.)
-
- * There are three levels of play - 0,1,2 - with level 1 being the
- * default. Some domino games are easy, but not this one. Only a very
- * competent player can win consistently at level 2, and even level 0
- * requires some attention. The game is intended to be challenging,
- * but not too difficult to be enjoyable.
-
- * When the game starts, you will be given an opportunity to make a
- * number of decisions, one being the level of play. The others will
- * be discussed in detail later, but to get the game under way
- * quickly, just press the Enter key once to accept all the default
- * settings.
-
- The game proper begins with a "Draw for Down". The machine (Mack)
- will randomly select a domino for you and one for himself,
- displaying both draws and announcing who won the first down. To
- continue, press the space bar. [Pressing the space bar (or the
- Enter key) is a recurring process, not always indicated by a
- prompt. Whenever the machine seems to be waiting for you to do
- something and you don't know what, try pressing one of these keys.
- Something might happen, and nothing very bad ever does.]
-
- Following the "Draw for Down", there will be a very short pause for
- shuffling and dealing; your hand will then be displayed, along with
- the current score and, if it is your down, a prompt asking you to
- specify a domino to be played. If it is Mack's down, a domino will
- be played almost immediately; press the space bar and you will be
- prompted to indicate the domino you wish to play.
-
- If it is your turn and you wish to play, for example, the 2-3, you
- simply type 23 and press the space bar. If you make a mistake on
- the first digit, or change your mind, you may start over by
- pressing X or the backspace key. After the second digit, pressing
- any key other than the space bar or the Enter key allows you to
- reenter your choice. Once you press the space bar or Enter, though,
- your domino is considered to have been exposed and must be played if
- possible.
-
-
-
-
- It is important to remember that the FIRST number typed is to be
- played against a domino on the board; even though the domino 3-2 is
- the same as the domino 2-3, entering 32 is NOT the same as entering
- 23 (notice also that to play the 2-3 you do not type 2-3 or 2 3 or
- 2,3; just 23 with no separator).
-
- If you type 23 as your choice and there is no place to play a 2 on
- the board, you will be asked to reenter your play. If there is
- exactly one legal place to play a 2, or if all places are equivalent,
- the play will be made as soon as you hit the space bar; if there are
- two or more inequivalent places to play a 2, however, you will be
- asked to indicate the "End" on which you wish to play. (There are at
- most four ends; here they are numbered 1,2,3,4, counterclockwise,
- starting with the end at the right.) When the computer chooses among
- equivalent ends, the one containing the smallest number of dominoes
- will be selected.
-
- If it is your turn and you do not have a domino that can be played,
- press D to draw or P to pass (or simply press the space bar without
- making an entry). A request to pass will not be honored if the boneyard
- is not empty; instead, it will be treated as a draw. Similarly, when
- the boneyard is empty, a request to draw will be interpreted as a pass.
- (Thus D and P are equivalent entries.) Neither Draw nor Pass will be
- accepted if you have any domino that will play; in this case, a playable
- domino will be briefly marked, and you will be asked to reenter your play.
-
- Each time you play a domino, the domino played will be removed from
- the display of your hand, and the last domino in the display will
- take its place. Thus your hand is continually being rearranged,
- which can be disconcerting. (The object is to make room for the
- dominoes on End 3, which will be snaking around the table and might
- otherwise run into the display of your hand.) *Whenever it is your
- * turn to play, however, you may rearrange the display of your hand.
- * Press A to enter the 'adjust' mode; one of your dominoes will be
- * marked with a heavy vertical centerline of a different color. This
- * mark can be moved from domino to domino in your hand with the arrow
- * keys. Pressing 'Ins' will "select" the currently marked domino. To
- * interchange two dominoes, mark both of them and press Enter. To flip
- * a single domino, mark it alone, then press Enter. (After each flip
- * or interchange, the selection marks are removed.) To return to the
- * game, press Enter with no domino currently selected (or press Esc).
-
- Whenever either you or Mack plays a domino, the count, if any, will
- be displayed. To go to the next play, after verifying the information
- given, you should press the space bar. Initially, since Mack plays
- so rapidly, you may find yourself waiting overlong before realizing
- that it's your turn to play. It is important, though, that you have a
- chance to note where Mack played and what, if anything, he made on his
- play, so he always waits for you to digest this information. Similarly,
- Mack politely waits for you to confirm that your play has been properly
- credited before making his own play - after your play has been made and
- the count, if any, credited to you, you must press the space bar again
- to tell Mack that he may proceed.
-
-
-
-
-
- When the first double is played, the board will be redrawn, if
- necessary, so that the spinner is in the center of the table. This
- rearrangement is necessary to allow the four ends of the spinner to
- played on normally.
-
- During the course of play it may happen that so many dominoes have
- been played on a particular end that no more can be played there
- without (possibly) interfering with other parts of the display.
- When this happens, subsequent plays on that end will be indicated with
- half-size dominoes. To further save space in such instances, doubles
- will not be played crosswise, in the usual fashion, so some care is
- involved in remembering the count value of these ends. This situation
- arises relatively infrequently, and should not cause any difficulty.
-
-
-
- * Special Features.
-
- * There are eight choices which may be made at the beginning of each
- * game. Some are obvious, but others require some explanation.
-
- * The first option, the level of play, needs no comment.
-
- * The second choice is for the initial draw, which can be 7, 9 or 11
- * dominoes. This has a major effect on the game; the 11-draw game
- * seems to offer the best balance between luck and skill, but many
- * players prefer the smaller hands.
-
- * The next two choices allow the use of two special, and somewhat
- * unusual rules. One of these allows a player to ask for a redeal if
- * his hand contains 'too many' doubles (five or more in an 11-draw
- * game, four or more in a 7- or 9-draw game). The redeal must be
- * requested at the player's first opportunity to play in that hand,
- * and is inplemented by pressing 'F' instead of naming a domino.
-
- * The other special rule, 'Highest Double Downs', requires that the
- * the player holding the highest double at the beginning of a game
- * (or after a blocked hand) must play that domino to start the next
- * hand. In all other cases, the down is made by the person who last
- * dominoed, with no restrictions on what he downs. The rule is not
- * entirely clear as to the procedure in case neither player has a
- * double; as implemented here, if neither has a double, there is a
- * redeal and the process is repeated.
-
- * The first four options are toggles: pressing the correspong number
- * key causes the option to change to the next in line (level from 0
- * to 1 to 2, hand size from 7 to 9 to 11, Doubles or DoubleDown from
- * Yes to No). The other options request input from the user.
-
- * The fifth option is an obvious one, the number of points
- * constituting a complete game. This should be at least 250 points to
- * allow for the effects of luck to even out somewhat, and probably
- * should be 300 or more in an 11-draw game. In the registered version,
- * any number up to 999 is acceptable.
-
-
-
-
-
- * The final three options affect the computer implementation, not the
- * game rules themselves.
-
- * One useful option is that of having a complete record of the game
- * written to a disk file. This will include every domino dealt, every
- * play made, every score credited. This record can then be examined
- * in case there is any question as to Mack's play. This slows down
- * the play a bit, but many users find it helpful. (Selecting this
- * option and giving 'PRN' as the filename causes the game to be
- * printed out as it is played, provided the printer is currently on
- * line. Hence you could cheat by looking at Mack's hand during the
- * game, but of course no one would do that.)
-
- * Another option is that of repeating a previously played game. At
- * the conclusion of each game, you will be given the opportunity to
- * save the game just played for replaying later. (This is NOT a
- * complete record, as described above, but is essentially just a list
- * of the hands dealt.) The purpose of replaying a hand is to see
- * whether you can improve your play the next time, or if you can do
- * better than another player with the same deals, or (by switching
- * hands) to see if you could have done better than Mack with the same
- * dominoes. (If you name saved games "game0", "game1", ... "game9"
- * the program will list the games available (up to 10) when you ask
- * to repeat a game. You may use any names you like for saved games,
- * but if the names do not begin with "game" you will have to remember
- * the name of the game you wish to repeat.) Once you have chosen to
- * repeat a game, you will be asked whether you wish to switch the
- * hands this time. The various options in effect when that game was
- * played will be restored, but you can change these before starting
- * play if you wish.
-
- The program detects which graphics adapter is installed and active,
- and distinguishes between the CGA and the EGA/VGA. *Both versions
- * allow choices of colors; with the EGA/VGA there are many useful
- * combinations, but with the CGA only a relatively few choices are
- * usable. In either case, if you do not like (or cannot see) what
- * comes up when the game starts, press R to restart the program, and
- * choose a different color combination.
-
- * After choosing a set of options you like, you may save them to a
- * configuration file (DOM.CFG for the CGA version, DOM.CNF for the
- * EGA/VGA program) to be automatically used as defaults on subsequent
- * invocations of DOMINO. (All options except Record and Repeat
- * are saved.) To save the current options AFTER finishing a game, type
- * R to bring up the options window again, press S to save, and then
- * press Q to quit or Enter to play again.
-
- If you prefer, you may use the Enter key whenever the space bar is
- called for. Moreover, if you get fed up with a game, you may start
- over by pressing R to Run the program again, or quit by pressing Q
- or Esc. These entries may be made whenever the machine is waiting
- for a response from you.
-
-
-
-
-
- One of the queries presented to you at the end of a game is
- "Another game now ?". If you answer with Y, the next game will have
- the same parameters (level, game score, etc.) as the one just
- played, and Mack will keep a running total of the number of games
- won by you and by him during the current session, to be displayed
- at the end of the last game in the series. (If you wish to play
- again but want to change some of the parameters, use R to replay.)
-
- Mack is totally honest in his play, and uses his knowledge of the
- dominoes in your hand only for checking purposes - to determine
- whether you do indeed have too many doubles, whether you own the
- domino you wish to play, and whether you actually have no legal
- play when you ask to draw or pass. His decisions as to his own play
- are based only on legitimate information - the dominoes in his
- hand, those on the board, and the number remaining in your hand and
- in the boneyard. Having a game recorded will give a partial check
- of this, but you have to have faith that Mack does not peek at your
- hand or finagle boneyard draws. He doesn't.
-
-
-
-
-
- DOMINO RULES
-
-
- The following description of the "Draw Game" of dominoes
- incorporates a complete set of rules for the two-person game; there
- may be minor variations from other sets of rules, but the game
- described is a very common version.
-
- Everyone knows that a domino is a small tile, about 1 inch by 2
- inches by one-quarter inch thick, with a plain back and a face
- divided into two halves, each marked with some number of dots from
- 0 to 6. (The two halves of the face are sometimes called "ends" of
- the domino.) A set of dominoes consists of 28 such tiles, with each
- possible combination from 0-0 to 6-6 occurring exactly once. A
- domino is referred to as the 2-3, the 4-6, etc., according to the
- numbers of dots on the two halves of its face. A domino having the
- same number of dots on each end is called a "double".
-
- In the two person draw game, each player selects a "hand" of 11
- (sometimes 9 or 7); the usual process is to place all the dominoes
- face down on the table, shuffle them around a bit, and then draw the
- hands at random. The dominoes left over are placed to one side and
- are designated as the "boneyard", which may come into play later.
- Customarily, each player will set his dominoes upright on the table
- before him, with their faces visible to him but not to his opponent;
- this arrangement is not mandatory, but each player is entitled to
- know at any stage of the game exactly how many dominoes are left in
- his opponent's hand (and in the boneyard).
-
- Before play begins it must be decided which contestant plays first.
- This is done by lot, usually by each player drawing a single domino
- from the shuffled set, with the player drawing the largest total
- number of spots being the designated lead off man for the first
- hand. This player is said to "have the down". The dominoes are then
- reshuffled, and hands are drawn as described above. (In some
- versions of dominoes, the down is determined quite differently. See
- the discussion of the 'Highest Double Down' rule above.)
-
- At the beginning of play, the player having the down places any one
- of the dominoes from his hand face up on the table. If the sum of
- the spots on this domino is a multiple of 5 , the player is awarded
- that many points,or "count"; if the sum is not a multiple of 5, no
- score is given. Thus the 0-5, 1-4 and 2-3 each score 5 points,
- while the 4-6 and 5-5 score 10 points. No other dominoes make any
- points on the the down.
-
- After the initial play, the next player places one of his dominoes
- on the table adjacent to the first one, in such a way that the
- numbers on the abutting ends match. For example, if the 3-4 is
- downed, then the 4-2 could be played, with the two 4's adjacent to
- each other, 3-4:4-2 . The exposed ends of the "board", the 3 from
- the 3-4 and the 2 from the 4-2, now total 5, and the second player
- is awarded 5 points. Only multiples of 5 count, so a play of the
- 3-2, for example, would score nothing in this situation.
-
-
-
-
- Scoring after each play is similar - the sum of the exposed ends of
- the board is calculated and if this sum is a multiple of 5, the
- player receives that number of points, but otherwise he scores
- nothing.
-
- Doubles must be played crosswise, and if a double forms an exposed
- end of the board, both halves of the double count toward the sum
- used in scoring. For example, if the 3-4 is downed and the next
- player places the 3-3 (crosswise, since that is required) against
- the 3 of the 3-4 , then his score is 10, counting 6 for the double
- 3 on one end and 4 for the exposed 4 on the other end of the board.
-
- The FIRST double played is designated as the "spinner". After (but
- not before) both of the long sides of the spinner have been played
- on, the other two ends become available for play. For example, if
- the 3-3 is downed, followed by the 3-4 and the 3-6, then (since
- both long sides of the spinner are now covered) the 3-5 could be
- played against either of the 3's of the spinner (for a count of
- 15). Subsequent plays could be made on the 5 or on the other end of
- the spinner, as well as on the 6 or the 4. Since the spinner is the
- only double that can be played on in this manner, the board will
- never have more than four ends. Note that the short ends of the
- spinner are not counted until they have "sprouted" (unless the
- spinner still has at least one long side uncovered, in which case
- both ends are included in the count).
-
- On his turn, a player is required to play a domino from his hand if
- he has any legal play. Otherwise, he must draw from the boneyard
- (repeatedly, if necessary) until either he obtains a domino that
- will play or the boneyard has been exhausted.
-
- A player who succeeds in playing all the dominoes from his hand is
- said to have "dominoed"; the hand is then over, and the one who
- dominoed scores (to the nearest multiple of 5) the sum of all the
- spots in his opponent's hand (in addition to any score made on the
- last play).
-
- If it should happen that neither player has a legal play and the
- boneyard is empty, the hand is "blocked". In this case, the players
- compare the sums of the spots in their respective hands, and the
- player with the lowest total receives (to the nearest multiple of 5)
- ALL the points in his opponent's hand.
-
- A game normally consists of 250 points. Several hands are required
- to complete a game, so the dominoes must be reshuffled and redrawn
- at the end of each hand. During a game, the Down alternates, so
- that if Player 1 downed the first hand, then Player 2 would down
- the second, Player 1 the third, and so on. (This process is greatly
- modified if the 'Highest Double Downs' option, described above, is
- used.)
-
- The rules of dominoes are simple enough that anyone can easily
- remember them after playing only a few hands. Learning to play well
- is another matter, though, and the game is surprisingly
- challenging.
-
-