How to play Block 6
The same Holy-Moly rules the league plays at the table, with HolyMoly Credits instead of money.
The table
- A double-six set: 28 bones. Four players, cut-throat: everyone plays for themselves. Everyone draws 7, so the whole set is in play and nobody draws from a boneyard.
- Play goes clockwise. The holder of the double-six opens the first hand with it. After a win, the winner opens with any bone. After a locked hand, the double-six opens again.
- On your turn, play a bone that matches an open end. If nothing fits, knock to pass. The game never lets you pass while you can play.
Scoring
- Domino: empty your hand first, 1 point.
- Capicu: your last bone could have played on either end (a double counts when both ends show its number), 2 points.
- Locked: nobody can play. LOCK takes 1 point.
- First to the table's points owns the table: 2 at the Front Porch, then 3, 3, 4, 5, 7, 7, 8, 9 and 10 at the Grand Championship; private stakes tables play to 10. If LOCK gets there first it is a Roller: nobody wins.
- Holy-Moly: finish a game on zero points and you pay the Holy-Moly penalty into the pot.
Coins on the table
- Every table has a stake. All four seats put it on the table when you sit down, so you need at least the stake in HMC to play.
- The winner takes the pot: four stakes plus the Holy-Moly penalty from anyone who finished on zero.
- Lose, and your stake stays on the table. Finish on zero and you also pay the Holy-Moly penalty (never below a zero balance).
- Capicu is worth two. Win a hand on a bone that fits both ends and it scores 2 points instead of 1. It pays no HMC.
- Knocking costs. Every time you knock (pass) you pay the table's knock fee to the player who played the bone you couldn't answer. When someone knocks on your bone, they pay you. Never taken below a zero balance.
- A Roller returns everyone's stake. Knock fees already paid stay in the house.
- Free coins keep you playing: welcome credits, the daily reward, and Uncle Ray fronting you a stake when you are broke.
The Block Party Jackpot (level 5 and up)
From level 5, the Overtown Domino Club, on, a first clear earns the jackpot instead of the flip game. Six coin bones start locked on fifteen spots and you get 3 respins; every coin that lands locks in place and resets the respins to 3. Coins are worth half to ten times the venue's stake. MINI, MINOR and MAJOR coins pay 20, 50 and 200 times the stake, the pink Capicu coin collects every coin value on the board into itself, and filling all fifteen spots pays the GRAND, 1,000 times the stake. When the respins run out, everything on the board is paid. The round is decided when you earn it, so a refresh replays the same round.
The Block Party Bonus (levels 1 to 4)
Clear a venue for the first time and you earn a bonus round before the next table. Sixteen bones lie face down; flip them one at a time. Nine pay credits (a quarter to three times the venue's stake), two double your running total, three are knocks that take half a stake off it, and two are the Holy-Moly, which ends the round and takes 30% of what you had built. Cash out any time; that is the whole game. The bones are shuffled with a seed fixed the moment you earn the round, so nothing you buy and nothing you do changes where they lie.
Fair play
- Every opponent sees only its own bones, the table and the moves everyone has made. It infers what you hold from your passes, the same way a sharp human does.
- The deal is a seeded shuffle. The seed is on your match history so any game can be replayed exactly.
- Credits never change the deal or the opponents.
Full specification: docs/BLOCK6-RULES-SPEC.md in the repository.