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
- The double-twelve set has 91 tiles: every pair of numbers from 0 to 12 appears once, from 00 to 1212. A tile's value is the sum of its two halves. 1211 is worth 23, and 00 is worth 0.
- 2 to 8 players. Everybody plays for themselves. There are no teams.
- Play goes clockwise. A game has 13 rounds.
- In the middle of the table is the station (the hub). The tile in it is the engine. Every round has its own engine: 1212 in round 1, 1111 in round 2, and so on down to 00 in round 13.
2. The deal
- Before each round the engine is taken out of the set and placed in the hub. The other 90 tiles are shuffled and dealt.
- The number of tiles each player gets depends on the table:
| Players | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|
| Tiles each | 15 | 15 | 15 | 12 | 12 | 10 | 10 |
| In the boneyard | 60 | 45 | 30 | 30 | 18 | 20 | 10 |
- The tiles that are left stay face down. This is the boneyard.
- The player who starts changes from round to round, moving clockwise. The first starter is picked by lot.
3. Trains and markers
- Every player has one personal train: a line of tiles that grows out from the hub. It may not be started yet.
- There is also one shared Mexican Train. Anyone may start it or add to it, at any time.
- A train is started with a tile that has the engine number on one half. After that, each new tile must match the free end of the last tile, as in ordinary dominoes.
- Your personal train is closed at first: only you can add to it.
- If you cannot play on your turn, a marker is put on your train. It is now open, and any player may play on it as well as you.
- The marker comes off when you play a tile on your own train. Tiles that other players add to it do not remove it.
- A train that has not been started can also be open. Another player may then start it with a tile that has the engine number.
4. Taking a turn
On your turn you play one tile, with a few exceptions you will read below. You may put it on:
- your own train (starting it if it is not started yet);
- any other player's train that has a marker on it;
- the Mexican Train.
- A tile goes on a train only if one of its halves matches the open number of that train.
- If you can play, you must play. You may not draw instead.
- The first turn of a round is an ordinary turn: one tile only. You may even start the Mexican Train with it.
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
- A double is placed crosswise. When you play a double, you must play one more tile in the same turn, and it has to satisfy the double: it goes on the double and matches its number.
- A double that has not been satisfied yet is an open double. While there is one on the table, every player's next move must satisfy it, wherever it lies, even on someone else's closed train. All the other trains are frozen until then.
- Cannot satisfy it? Draw one tile. If it fits, you play it on the double. If not, you pass and a marker goes on your own train. The duty then moves to the next player.
- The boneyard is empty? You pass at once and your marker goes on.
- A satisfied double takes no more tiles. Trains do not branch.
- A double as your last tile. The round ends immediately. Nothing has to satisfy it.
- The last double of a number. If every other tile with that number is already on the table, nobody could ever satisfy the double. The game counts it as satisfied at once, so no train is frozen. You still play your extra tile, though.
- The engine of the round is not an open double. It takes up to nine trains.
6. Drawing and passing
- No legal move? Draw one tile from the boneyard. If it can be played, you must play it.
- If it cannot be played, or the boneyard is empty, you pass. Your marker goes on your train, or stays there if it was already there.
- You never draw more than one tile in a turn.
- If you played a double and cannot place the extra tile, you also pass and your marker goes on.
- When you satisfy a double on somebody else's train, your own marker does not come off.
7. End of a round
- The round ends the moment a player plays their last tile. This is called going out.
- The round also ends when it is blocked: the boneyard is empty and nobody can play any more. An open double that nobody can satisfy does not change this.
- Then the next round starts, with the next double as the engine.
8. Scoring and the winner
- At the end of each round every player gets points for the tiles still in their hand. The value of a tile is the sum of its halves. Whoever went out scores 0.
- The double-blank 00 is worth 0.
- A block changes nothing: everyone just counts what is left. There is no bonus for the smallest hand.
- The game lasts 13 rounds. The lowest total wins. Places go in order of the totals, from the lowest up.
| Tile | Value |
|---|---|
| 00 | 0 |
| 05 | 5 |
| 64 | 10 |
| 99 | 18 |
| 1211 | 23 |
| 1212 | 24, the heaviest tile |
Ties
- The player who went out in more rounds ranks higher.
- If that is equal too, the smaller hand at the end of the last round ranks higher.
- If it is still equal, the place is shared.
9. Fair play
- The server checks every move. You cannot play a tile that does not match, ignore an open double or move out of turn.
- The shuffle is fair, every deal is random, and the deal can be checked afterwards.
- Everyone can see how many tiles each player holds.
- A bot, clearly marked as one, only ever takes the seat of a player who has left.
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.
| Point | PlayElephant default | Other common ways |
|---|---|---|
| First turn of a round | One tile | Play as many tiles as you like in your own train |
| Engine | Placed in the hub before the deal | Left in the set; whoever holds it plays it |
| Tile after a double | Must satisfy that double | Any legal tile |
| Several open doubles | Satisfied in the order they were played | In reverse order |
| Marker comes off | When the owner plays on their own train | When anyone plays on it |
| Double-blank | 0 points | 50 points |
| Scoring | Dots in hand, lowest wins | Winner collects the others' dots, highest wins |
| Length | 13 rounds | A 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
| Term | Meaning |
|---|---|
| Engine | The double in the middle of the table for the round |
| Station (hub) | The holder in the middle where all trains start |
| Personal train | The line of tiles that belongs to one player |
| Mexican Train | The shared train that everyone can play on |
| Marker | The sign that a train is open to all players |
| Open train | A train with a marker: anyone may play on it |
| Satisfy (cover) a double | Play a tile on a double, as the rules require |
| Open double | A double that has not been satisfied yet |
| Boneyard | The face-down tiles you draw from |
| Draw | Take one tile from the boneyard |
| Go out | Play your last tile and end the round |
| Blocked game | The boneyard is empty and nobody can play |
| Double-blank | The tile 00 |