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Cross Currents: Domino Board Game Rules

This document describes a board game that can be created using a standard double-six domino set and small playing pieces. The dominoes are laid out randomly in a 7x8 grid to form the game board. Each player has seven pieces that start on their row. Players take turns throwing dice to determine moves, with the higher roller going first. Pieces can move between adjacent unoccupied spaces, with the number of points needed equaling the difference between the spaces. The goal is to be the first to move all pieces into your opponent's starting row.
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0% found this document useful (0 votes)
357 views1 page

Cross Currents: Domino Board Game Rules

This document describes a board game that can be created using a standard double-six domino set and small playing pieces. The dominoes are laid out randomly in a 7x8 grid to form the game board. Each player has seven pieces that start on their row. Players take turns throwing dice to determine moves, with the higher roller going first. Pieces can move between adjacent unoccupied spaces, with the number of points needed equaling the difference between the spaces. The goal is to be the first to move all pieces into your opponent's starting row.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Cross Currents

Cross Currents

BY SID SACKSON

Here’s a way to convert a standard, How the Dice are Used: Each player takes The player continues moving, with the
double-six domino set into a challenging one die. The first player throws his or her same piece or with others, until the number
board game for two players-and every time die and moves (as described below) of points available has been used. A player
you play, the board is different! In addition according to the number thrown. Player 2 is permitted to stop before all of the points
to the domino set, you will need small play- now throws his or her die, adds this number have been used. At no time can two pieces
ing pieces, seven each of two colors. to the first player's throw, and moves for the occupy the same space.
Transparent bingo markers are ideal, but total of the two dice.
buttons, cardboard squares, or other small Each player, in turn, throws his or her die As an example, on the board below
objects can be used. You will also need a and moves for the total points of this throw, Player 1 starts the game with a throw of 6.
pair of dice. plus the number showing on the opponent's One possible move is shown, taking 1 +1
die. +2+2 points. Player 2 throws a 3, for a total
Setting Up: The 28 dominoes are ran- of 9. A move can be made as shown
domly placed in a 7-by-8 layout. The Moving: A piece can move to any adjacent, (1+1+3+2+1+1); but if, instead, the piece
diagram below shows one of the countless unoccupied space, but not diagonally. The were moved straight ahead, it could move
possibilities. number of points required to make a move one space farther. And either player could
Each player's seven pieces are placed is the difference between the numbers on have moved two or more pieces by
on his or her starting row. Each player the two spaces. However, if the two spaces allocating some of their points to each one.
throws the dice, and the higher total plays have the same number, it still takes one Entering the Goal: A player may not move
first. point to make the move. a piece into his or her goal (the opponent's
starting row) until all of his or her pieces
have been moved from the starting row.
Once a piece is in the goal, no piece of that
player may reenter his or her starting row.
Pieces in the goal may be moved, even out
of the goal if desired (though in that case,
they are no longer counted as being in the
goal).

Blocking: A player may not place pieces


so that one or more of the opponent's
pieces have no possible path to reach the
goal. Any such move is illegal; it must be
withdrawn, and a legal move made instead.
Winning: The first player to move all seven
pieces into his or her goal is the winner.
Strategy: The goal must be "open" at all
times, but each player may attempt to block
all but the most difficult route for his or her
opponent.

Scoring: Players may wish to use the


following scoring method: After a player has
moved all seven pieces into the goal, the
opponent counts the number of points
required to move his or her remaining
pieces into the goal. The first player scores
that number, plus a bonus of 10 points.
Play until one or the other player reaches
an agreed total, such as 50.

Luck Game: If players wish to increase the


element of chance, after the first player has
moved for the throw of one die, each player
in turn throws both dice to determine his or
her move.

Originally published by GAMES Magazine


in Aug./Sept. 1989.

Common questions

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Players must ensure that while they can block paths, they must leave at least one open path, regardless of difficulty, to the opponent's goal. The key is to balance between blocking the easiest routes and still complying with the rule that no legal move can completely trap any opponent's piece without a path to the goal. This requires careful monitoring of board positions and anticipatory thinking about the opponent's potential moves .

The scoring method incentivizes players to win not just by reaching the goal first, but also by reducing the opponent's score count effectively. Since the opponent counts the number of points required to move their remaining pieces to the goal and this total is scored by the winner, players might focus on creating the most challenging path, doubling-down on strategic path-blocking without trapping. A bonus structure also incentivizes quick closure of the game once an advantageous position is reached .

Choosing not to use all points allows for more strategic control, such as preventing an opponent from exploiting a better position on the next turn or setting up for optimal progression in subsequent turns. Timing and position considerations dictate whether advancing multiple pieces incrementally is preferable, as conserving moves might lead to better defensive or opportunistic configurations, enhancing a player's strategic posture .

This rule adds complexity to endgame strategies by letting players continue using 'goal' pieces to affect board state, potentially assisting in blocking opponent paths or supporting remaining pieces. However, moving a piece out of the goal voluntarily retracts progress, requiring players to weigh immediate tactical benefits against the risk of prolonging their path to victory .

Preventing moves that completely block the opponent's path ensures fairness by maintaining potential routes of success for both players and reducing the overpowering effect of one-sided strategic dominance. This rule keeps the game balanced by not allowing total control over the board, thus maintaining competitive integrity and allowing for recovery and counter-strategy, even when an advantage is held by one player .

The rule requiring players to use up their points through multiple smaller movements or one extended move adds a layer of strategy. Players must decide whether to advance one piece significantly or move multiple pieces smaller distances, thereby enhancing board control and creating more flexible positioning. Additionally, stopping before all points are used is a tactical decision, allowing players to potentially block or open paths strategically .

The dice rolls introduce a significant element of chance that can disrupt even the best-laid plans, requiring players to adapt strategies dynamically. Rather than pre-planned movements, players must react to both their and their opponent’s dice outcomes, forcing a reliance on situational tactics over rigid strategies. The dual/double dice approach changes dynamics even further by requiring players to contend with an increased variability in possible moves, impacting the predictability of the game .

Transparent bingo markers or similar specific items may be preferred as they are easily distinguishable from the background and other board elements, improving gameplay clarity. This clarity is critical for anticipating moves and keeping accurate track of piece positions, as well as aiding in quicker decision-making amidst potentially cluttered board states, which random objects might hinder .

Using only one die would reduce the variability in movement possibilities, thus simplifying decision-making and planning. It would likely make the game more predictable, allowing players to develop deeper strategic layers due to reduced randomness. This might change the tactical emphasis from quick adaptation due to unpredictable pair sums to more deterministic long-term planning, potentially making defensive and offensive strategies more robust .

The random layout ensures that each game is unique, preventing players from crafting a universal strategy applicable across games. Players must quickly assess each new layout for advantageous paths, potential traps, and optimal block opportunities. This significantly drives engagement through dynamic adaptability and fresh strategic development each session .

Cross Currents
BY SID SACKSON 
Here’s a way to convert a standard, 
double-six domino set into a challenging 
board game for

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