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Mexican Train rules

Mexican Train as it is played at the family table and on PlayElephant: a double-12 set, a hub in the middle, a train for every player and a shared Mexican Train.

1. The set, players and seats

2. The deal

Players2345678
Tiles each15151512121010
In the boneyard60453030182010

3. Trains and markers

4. Taking a turn

On your turn you play one tile, with a few exceptions you will read below. You may put it on:

  1. your own train (starting it if it is not started yet);
  2. any other player's train that has a marker on it;
  3. the Mexican Train.
Tip. Keep your own train going so that the marker stays off. An open train helps your opponents, because they can use it to get rid of tiles.

5. Doubles

6. Drawing and passing

7. End of a round

8. Scoring and the winner

TileValue
000
055
6410
9918
121123
121224, the heaviest tile

Ties

  1. The player who went out in more rounds ranks higher.
  2. If that is equal too, the smaller hand at the end of the last round ranks higher.
  3. If it is still equal, the place is shared.

9. Fair play

10. Variants

There is no single official rulebook, and families play Mexican Train in slightly different ways. These are the common differences. Our default table plays the first column.

PointPlayElephant defaultOther common ways
First turn of a roundOne tilePlay as many tiles as you like in your own train
EnginePlaced in the hub before the dealLeft in the set; whoever holds it plays it
Tile after a doubleMust satisfy that doubleAny legal tile
Several open doublesSatisfied in the order they were playedIn reverse order
Marker comes offWhen the owner plays on their own trainWhen anyone plays on it
Double-blank0 points50 points
ScoringDots in hand, lowest winsWinner collects the others' dots, highest wins
Length13 roundsA shorter game

11. Examples

Example 1: starting trains. Round 1, engine 1212. A has 127. A may put it on their own train, or start the Mexican Train. A chooses their own train, whose open number is now 7. B has no 12 and cannot play on the Mexican Train, which is not started. B draws 35, which does not fit, so B passes and a marker goes on B's train. C has 124 and plays it on B's open train. The marker stays. Later B plays 49 on that train and the marker comes off.
Example 2: a double. A's train ends in 7 and A plays 77 on it. A must now satisfy it, and has 72. A plays it on the double in the same turn. The double is satisfied, no train is frozen, and play passes to B. Had A had no 7, A would draw one tile. If that tile was no help, A would pass with a marker on A's train, and B would have to satisfy 77 with a 7.
Example 3: scoring a round. A has gone out. B still holds 1211 and 00. C holds 60 and 32. D holds 00 only. A scores 0. B scores 12 + 11 + 0 = 23. C scores 6 + 5 = 11. D scores 0, because the double-blank counts nothing. The totals add up over the 13 rounds, and the lowest total wins.
Example 4: a block. The boneyard is empty and nobody can play, not even to satisfy an open 44. The round is blocked. A holds 15 dots, B 3, C 40, D 22. Each writes down their own number: 15, 3, 40 and 22. B does not get a bonus for the smallest hand, and the open double does not matter.
Example 5: a tie. After 13 rounds A and B both have 87. A went out in 2 rounds, B in 3. B takes the higher place.

12. Glossary

TermMeaning
EngineThe double in the middle of the table for the round
Station (hub)The holder in the middle where all trains start
Personal trainThe line of tiles that belongs to one player
Mexican TrainThe shared train that everyone can play on
MarkerThe sign that a train is open to all players
Open trainA train with a marker: anyone may play on it
Satisfy (cover) a doublePlay a tile on a double, as the rules require
Open doubleA double that has not been satisfied yet
BoneyardThe face-down tiles you draw from
DrawTake one tile from the boneyard
Go outPlay your last tile and end the round
Blocked gameThe boneyard is empty and nobody can play
Double-blankThe tile 00

Play Mexican Train