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Webmaster's notes:
The document below was written by Glynn Hill, a longtime "pure 42" player (50+ years) in northeast Texas. He originally posted his playing philosophy in 2001. It is now archived, and he has graciously allowed me to re-post it here with domino images and links to key topics in the document. His treatise is filled with sage advice for both beginners and experienced 42 players. You can better appreciate the wisdom in this writing by using a set of dominos to play out his scenarios. Mr Hill's comments do not necessarily reflect the views of all pure 42 players; however, there is much to be learned in this document by most players. , Texas42.net
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Glynn Hill's Thoughts on How 42 Should Be PlayedForty-Two is a popular game, played and enjoyed for generations in Texas. Although there is some luck involved---the drawing of "good" dominoes (hands that have doubles or trumps), the skillful players will consistently win more games than players who do not understand the intricacies of how best to analyze and play the dominoes they draw. The playing of a hand to the very best of your ability, to make the hand or set your opponent through skill most ordinary players wouldn't recognize how to do, is one of the delights of 42 and makes it an unending source of enjoyment. To the beginner, or the player who reached only a superficial knowledge of the game, 42 may seem like a simple game---but to the experienced player, who has gained insight and savvy and developed an understanding of the skill required to be a great player, 42 is one of the best games anyone can play for sheer enjoyment and pleasure, a game that never grows old, but is always fresh and exciting. Forty-two requires four players--your partner, who sits across the table opposite you, and your opponents, one at your left and the other at your right. Your goal is to make seven marks--whoever does that first wins the game. There are 28 dominoes. After shuffling (many Texans prefer to say "shake")--after shaking the dominoes, each player draws seven, puts them on their side so that the other players can't see what he has drawn. The dominoes are classed as suits:
When you have drawn a hand with several dominoes belonging to a particular suit, you will want that as your trump. You compete with the other players for the opportunity to play your trumps by bidding what you think you can make. The lowest bid is 30 and proceeds, 31, 32, 33, etc. up to 42. The player who bids the highest gets to play the trumps he decides to declare. If you make your bid, you get one mark; if you fail to make what you bid, the opponent gets the mark. You can also initially bid 84, if you think it is unlikely you will lose a trick--if you don't lose a trick, you get two marks; if you lose a trick, the opponents get two marks. If you begin the bidding with 84, the player to the left could bid three marks, your partner could bid four marks, your right-opponent could bid five marks. If players think they wouldn't make their bid, or in instances of bidding 84 or more, lose a trick, they would pass. There are five dominoes that are especially important in 42--they are the ten-count dominoes of When the player gets the bid and has declared a trump, he puts it at the center of the table. The other players play clockwise one after the other. If you are leading or have captured the trick, you pull the four dominoes over to one side and play another domino; if an opponent captures the trick, he pulls the four dominoes over to his side and proceeds to play a domino. If you want to be exact and precise about it, you can insist that the bidder pull over all the tricks belonging to him and his partner (even when the bidder's partner trumps in, the bidder is the one who pulls the trick over) and if an opponent catches a trick, the opponent pulls the trick over to his side and continues to do so as long as he is leading. But really what difference does it make who pulls over the tricks? The four players have played their dominoes, the trick is completed, just sweep the trick away from the middle of the table and wait for the next play. You don't want to become so engrossed in "don't do this and don't do that" that you squeeze the fun out of 42. If you are not playing in a tournament, you should be relaxed and have fun playing 42 and not be made to feel so self-conscious about nonessential procedure or etiquette that it mars your enjoyment of the game. You are pleased when you have drawn lots of doubles or high trumps in a suit ( The best way to learn to play 42 is watching experienced players and having them show you what to do and not do. You may learn the basics quickly. But it may take a lifetime to become expert at it. Even players who take 42-playing very seriously and have played the game for decades, will still make mistakes, still have things to learn. If you think you have mastered "Forty-Two," think again--you simply don't know what you don't know. If you do take 42 seriously, if you very much care to make the perfect play to each trick, 42 will be game you will dearly love and receive much pleasure and enjoyment--the more skillful you become, the more you will enjoy this great game. Here are some tips and strategy. Some of these could probably be refined or stated better. This player urges you to start refining and stating. Experienced players should record memorable plays they have seen, should share with others the ways of playing they have found successful. Put it on the Internet. If you raise the level of 42 knowledge, the 42 community is benefited. It's a lot more fun to play against experienced, skilled players who have enthusiasm for the game, than those don't take 42 seriously or don't care to play the best they can, or just haven't learned to play well yet. If you can help anyone play better 42 (including this player)--do it! Players draw for partners: the two who draw two high dominoes play as partners---and the two who draw lower dominoes
are partners---or even better, using a bit of masking tape write "1" on two checkers and "2" on two checkers (3's and 4's if
there are enough players for another table) and then after shuffling the checkers, let whoever drew the "1's" play together
and whoever drew the "2's" play together. It is better because sometimes when drawing dominoes, two people will draw the
same number of spots, such as After the dominoes are shaken, the four players draw a domino; whoever drew the one with the most spots gets to be the first dealer; the dealer shakes the dominoes again for the player on his left to bid. The bids, like the playing of dominoes, go clockwise around the table. Each player is given opportunity to bid or pass. The dealer gets to bid or pass last. The dealer always passes a small object such as a checker or button or a dice to the player to his left after shaking the dominoes---the purpose of this is to remind all around the table who bid first, who will bid next. (There is a reluctance among some players to pass anything around; perhaps they don't want to admit they can't remember whose bid it is, don't want to concede they need an aid to help; so throughout the games you hear repeatedly over and over "whose bid is it?"). And it is important to correctly know, for a game can be won or lost depending on whether one player can raise the bid of another (if both you and your opponent have a hand that will make 84 and you bid first, and your opponent gets to bid three marks after you, he gets the marks; so it is important, not to just guess whose bid it is, but to do whatever is necessary to know for sure). The object ought to be placed directly in front of the person who has it; some people will place the object at the corner of the table, making it unclear whose bid it is. Instead of passing a checker or button around, there is a player who preferred to use a little plastic boat (Captain Hook sitting in it) or a little bear. He pointed it, after the completion of every hand, to indicate whose bid it will be, whose time it is to shake the dominoes. It could be an arrowhead or anything similar; the advantage to that is it doesn't require anyone who sneers at passing a button or checker around to do so--all is needed is someone willing to keep up with whose bid it is by using the pointer. Perhaps the best object to pass around would be a die because on any bid from 31 to 36 you can turn the cube correspondingly to the right spots, which would remind everyone exactly what was bid. What would be helpful is for a 42 player to invent an automatic device, perhaps activated by the sound of the shuffling dominoes, that lights or points to the one whose bid is next after each shaking of the dominoes. This would provide a great service for the game of 42, and perhaps make some money for the inventor. Another useful device would be to have a stand on which a camcorder could be placed directly over the 42 table, to record all the games, so especially memorable plays and good times could be preserved. The highest bidder declares what he has chosen to be his trumps and starts the game by playing the first domino. The first
domino played is the trump--if the bidder puts out You bid what you think you will make. If you think you can get both ten-count dominoes and two five-count dominoes
within five tricks, you would bid 35. You don't tell what your trumps are until after you have won the bid (the other players
have bid less than you did or passed). The different bids are: 30, 31, 32, 33, etc. on up to 42. Bids above this must be in
multiples of 42 as 84 (two marks), 126 (three marks), 168 (four marks), 210 (five marks). When playing a 42, 84, 126,
four-mark or five-mark hand do not cover or "stack" any of the dominoes unless there has been agreement among the
majority of players that such covering or stacking will be permitted (it is probably better and fairer for it not to be
permitted). Even when stacking is allowed, the bidder should have the option not to do so, if he'd prefer not to stack.
Before bidding 126 (three marks), 84 must be bid by a previous bidder; before bidding five marks, four marks must be bid.
The won or loss of bids from 30 to 42 counts as one mark, 84 as two marks, 126 (three marks)---if the player to your right
has bid 168 and you have the last bid, then you can bid five marks. The loss of one trick sets 42, 84,126, 168 (four marks),
or a five-mark bid---and the dominoes are immediately shaken. It is easy to determine what will set a bid. Just subtract the
amount bid from 42. That is the maximum you can lose and still make your bid. If 31 is bid, then 31 from 42 is eleven.
The score is kept by putting vertical marks on paper. Three marks then a dot or hyphen, then three more marks with the final mark being a diagonal mark through the six (111*111). The dot or hyphen provides neat separation of the marks, making the score easy to read with just a glance. Seven marks finish the game. Never use the letters A L L as substitutes for marks (a simple vertical mark is the easiest to read on paper; some scorekeepers make the third line in the "A" difficult for people with less than perfect eyesight to easily see). On each game always write down the names of who are partners---one of the chief delights of 42 is at the end of all playing to determine who played the best, who is the champion, who won the most games---keep a record of it, or post it in the playroom, so good playing can be recognized, so all players can aspire to that recognition by playing to the best of their ability and continuing trying to improve as 42 players. After the dealer has finished shaking the dominoes, you draw seven dominoes and look for the suit that you have the most
dominoes. If you have If it is not possible to follow suit, then you can play a trump, count-domino, or an off---any domino you choose. It is very important that you never renege. You may want to get your trumps in as soon as possible, or you may want to leave a trump out, trusting your partner has it
and will trump in later with it, which can be a big help. If you are sure you and your partner are the only ones with trumps
and you have an off in your hand, NEVER (well, almost never) take away your partner's trump; for example: if you bid 84
on sixes and had these dominoes: But when you led
You bid 84 on sixes and play You intended to play all your sixes, then
You bid 84 on sixes and play Some people seemed "programmed" to play their 84 hand one way only--down to the last trick, no matter what their partner
has played. You are not a machine or a computer; you can adapt, be flexible. You bid 84, say on treys, with only one off,
Be quick to respond to the "messages" your partner sends you. Suppose you've bid 35 on aces.
You lead
Your partner bids 34 on fours. Your right-opponent was thinking about bidding 34 on deuces; but decides not to bid 35. He
passes. You pass. Thirty-four is just what your left-opponent wanted to bid too. He's willing to lose
You bid 31 on doubles and lead Left-opponent: Left-opponent: You: You: You: You: You: You didn't make 31, even though you had four trumps and a high When doubles are declared trump and a player does not have a double to play to the double that was led, he may play any
domino he chooses. Some people have it when doubles are trump, if you don't have a double you must follow suit to the
double led (if
Your left-opponent bids 31 on doubles. He leads
You bid 34 on deuces. You only have three trumps. You don't want an opponent to wind up with a higher trump than you
have; so to try to prevent that, you lead Your right-opponent will try to hit you as quickly and hard as he can: You: You don't know where Now you hope you can pull in Now you think. You know your partner doesn't have You were able to get this mark through good playing. You outwitted your opponent. Of course he should have played Some people play a bid called No-Trump or Follow-Me. This is a bid in which you perhaps have doubles and high dominoes to go along with the doubles you have. There is no trump. This player will play along with anyone bidding this, but would not himself ever bid Follow-Me. To this player, it is simply not 42--- if you are playing 42, a trump should be declared (the only exception to this is a Nel-O bid, which many would say isn't really 42 anyway). It is this player's opinion Follow-Me should never have been allowed into Forty-Two. Whenever a player trumps a trick that sets his opponent he must immediately turn his dominoes face up for all to see---this should be emphasized, for even many longtime 42 players fail to do this: if a player has trumped in and set his opponent, he should automatically turn his dominoes face up so all players can inspect his hand, to insure no dominoes were overlooked---an opponent should not have to request this; it is the proper thing to do. To not do so, is analogous to someone bidding 84 and saying he has a lay-down, but then turning his dominoes face down and throwing them in to be shuffled, without showing his hand to anyone. He may indeed have a lay-down, but you'd like to see it--you'd like to be sure he hasn't overlooked a domino. Forty-two players do not allow that to happen--why is an opponent ever allowed to get by with trumping in and setting a player without turning his dominoes over to show that he was correct in trumping? It is not that you suspect your opponent is cheating--it is that people just inadvertently overlook a domino sometimes--and you, for sure, ought to be permitted to look and see the opponent was correct that he could use his trump. Whoever is keeping score marks his marks on that side of the paper where the marks will be closest to him; that way there is no confusion as to which column belongs to which partners---the column that is nearest the score-keeper is his marks, the other is the opponents'. If you see your partner or opponent has not played expertly, it is considered bad form (discourteous or rude behavior) to blurt out, "That's dumb!"---It may be he has indeed played badly or it could be you just don't fully grasp the underlying strategy why a player played or bid in a certain way; ask him in a nice way after the hand is completed to explain it to you. It's okay to point out your own mistakes; but be very reticent to remark about other players' blunders. Good-natured banter and even good-natured glee, gloating or bragging over a hand well-played or a hard-fought game won, is part of the zest of 42; it's as spice is to food, adding enjoyment. Cold, formal, rigid playing with no or few comments is not conducive to fun (that may be one reason some people don't like tournaments). If you can't take some ribbing or have no sense of humor, then you probably ought take up some other game. But there is no place in Forty-Two for rudeness, insults or name-calling. Civility across the 42 table, as everywhere else, must be maintained. When 42 players behave or talk rudely, it is time to look for players who are always courteous and polite, considerate of other people's feelings. If a person accidentally reneges and it is quickly discovered (within a trick or two) and the mistake can be easily corrected, it should be allowed to be corrected. When playing with friends, in non-tournament play, one should not in cutthroat fashion exult in effect: "you reneged! I'm not allowing you to correct your renege, give us the mark!" Behaving like that just isn't right among friends. But if the mistake (the renege) cannot be easily and amicably corrected, if it causes confusion and casts in doubt the outcome of the hand, then the side who reneged should forfeit the mark(s). An especially crude and onerous act of rudeness is to accuse someone of cheating. This should not be said or even hinted at, even in jest. If you think it really is true, then just avoid playing with that person again, or talk privately with him about it; but NEVER, even in jest, accuse anyone of that before others. If there is even one nonsmoker playing, smoking should not be allowed at or around the 42-table. It is very inconsiderate for people to discharge their poisonous emissions onto and into people who do not share their unconcern for health. Unnecessary or distracting talk such as profanity, vulgarity, or exclamations of euphemisms should never be tolerated while playing 42. It is ironic many people who profess to be Christians are careless about using the LORD's name in vain, showing no reverence for that name which is above every name, uttering the LORD's name repeatedly during playing, just to express surprise or exasperation. A simple statement such as "that surprises me" or "I wish that hadn't happened" would be preferable to utterances that reveal to non-Christian observers and listeners no respect or reverence for God's will as expressed in Exodus 20:7. Proverbs 3:6 says, "In all thy ways acknowledge him, and he shall direct thy path." If there is a minister, elder, deacon or Sunday School teacher present at your Forty-Two club, it would be very appropriate for there to be a scheduled break in the playing, for that person to ask if anyone present wishes to share a Bible verse, testimony or praise, and the minister or elder, deacon or Sunday School teacher to pray a short prayer giving thanks to the Lord for His mercies and blessings. This acknowledging of the LORD would be a good Christian witness and might do much to show to any non-Christian players present that Christians are different, that true Christians respect and revere the LORD. Someone not actually playing should be especially careful not to advise or signal a player how to play. The only time an onlooker is allowed to remark about a hand in progress is to tell the player he is watching that he is reneging (is not following suit when he is supposed to)---this must be said during the trick that is currently being played, so the reneging does not occur. It serves no useful purpose for an onlooker to state someone has reneged after the dominoes have been turned over---it should be said only when the mistake can be corrected (for it's possible the onlooker could be mistaken and no renege actually occurred). In tournament-play, or if playing very seriously, an onlooker would be prohibited from making any remarks, not even allowed to point out a renege (it would be the responsibility of the players to catch the renege). This compilation is for people who are interested in playing among friends, free from the burdensome and repressive rules and restrictions found in some tournaments. Free to enjoy the game as thousands have since its invention in 1887. It is this player's opinion that the remarks herein, if heeded, would enhance the enjoyment of 42--- and that is really what 42 is about, having a good time with friends and family. Maintaining the purity and beauty of 42 Over the years certain people have taken it upon themselves to add variations of playing that have marred the beauty, the
enjoyment of Forty-Two. Such practices and variations as "Plunging" and "Sevens," the aberration of getting the bid and
then asking your partner to designate trumps or naming a trump that is not the first domino led (a player getting the bid,
playing The variation known as "Sevens" is particularly offensive. Those who play it devastate 42, much like unrestricted Nel-O does, ruining good hands the other players would like to play (hands requiring skill to play well). Having no strategy to it whatsoever, on a "Sevens" bid you might as well just have everyone flip over their dominoes while the bidder attempts to show he has more dominoes closest to seven than anyone else. No true, self-respecting 42 player should ever lower himself to participate in a game in which this detrimental variation is played! The people who play Nel-O, Sevens, Splash, Plunge, etc. repeatedly in every game, no doubt enjoy getting their marks and games that way. But perhaps they just don't comprehend the challenge and delights of playing straight 42 at a high level of expertise. When there are really sharp 42 players playing a game, you have a battle of wits--cunning and daring come into play. It's the skill that's involved in good 42 playing that makes 42 such a great game. And when a skillful 42 player sees a hand he really wants to play sabotaged by a Nel-O or Plunge or Sevens, and when it's done over and over, he is dismayed and disgusted too--that this great game has been lowered, has been brought down, compromised and corrupted. And when he sees his beloved 42 deteriorated to the level of a player exchanging a domino for a better one from his partner, then it is observed that 42 has sunk to a child's level, a way of playing six-year-old children might devise. Adding variations to Forty-two is like adding water to milk--if people get in the habit of watering down their milk, they may eventually think that is what milk ought to taste like and crave it--and so the variationists who have with glee and merriment watered down 42, now crave their diluted mixture and want to proselytize as many as they can to partake their concoction with them. And that is sad for the future of Forty-two, the game generations have played and loved since its inception in 1887--that there are now large numbers of people actively diluting and degenerating Forty-two. Forty-Two is too good a game to be degraded. People ought to take a stand about this, and not perpetuate, not further the debasing of 42 by participating in games in which variations are allowed. If you absolutely must resort to playing a variation, perhaps the least repugnant is Nel-O. If not strictly controlled Nel-O can ruin the enjoyment of 42; but if restricted, can be interesting. But remember, if you don't declare a trump, you are playing something other than straight, pure 42. This is the control and restriction that must be applied: Each player is permitted to play only one Nel-O bid per game---if this restriction were not enforced there are some players who would play Nel-O nearly every hand, devastating the game of 42. Nel-O may be the oldest of the variations. In the earliest 42 rules this player has seen, Nel-O was an option to be used when everyone else had passed--then the last bidder could be forced to bid, and if he chose to, he could bid Nel-O or "Low." But as a camel that sticks his nose into a tent soon takes over the whole tent, so this very limited permitting of Nel-O has now expanded to a deleterious overuse. When Nel-O is played repeatedly in a 42 game, it curtails the real 42 playing. Playing requiring skill takes a backseat to this variation. It really should not be allowed into serious 42 playing, but given over completely to the variationists. But if you are curious to know how it is played, here is how: A person with all, or nearly all, low dominoes initially bids one or two marks, or he can raise an 84 bid to three marks. The bidder leads out a small domino which he hopes will be caught by his opponents. The bidder's partner doesn't play at all; he is just an observer. If the opponents fail to catch the bidder's lead, he is set and loses the one or two (or more) marks he bid. If an opponent does catch the bidder's initial lead, then he plays one of his low dominoes, hoping the bidder will play a higher one (players must follow suit). If at any point the bidder catches a trick, he loses however many marks he bid. Double catch doubles--a higher double catches a lower double. If a double is led and you do not have a double, then you can play any domino you choose, preferably get rid of a high domino. Here is an example of a Nel-O bid:
You bid 84 "low" and lead Your left-opponent has decided to play Your-right opponent doesn't know what you have; he can lead back a four, five or six. He chooses to lead Left-opponent: Left-opponent: It can be your partner has just one high double (perhaps
Your left-opponent bid 84 "low" and leads: Now you will see if you guessed correctly. You lead: As you see, there is strategy involved in playing Nel-O. It can be interesting. The main thing wrong with Nel-O is that very few players restrict how often it can be played in a game. It should be restricted, so it doesn't overwhelm real 42. There are those who will even warp Nel-O by declaring doubles are high in suit or doubles are low in suit. If you are playing Nel-O, it should always be doubles catch doubles. But it seems there is no end to what some people will devise. Forty-Two is a great game, played as it has for generations---why do some people feel a compulsion to tinker with it? Leave 42 alone! Play it in its pure form--there is no need to invent strange, new variations! The beauty and genius of 42 lies in its simplicity. It is the enjoyment of overcoming your opponent, of making your bid, or helping your partner make his bid through skillful playing of the dominoes you have drawn. It's not just seeing who can get the most marks any way you can. When the emphasis becomes just that, then the great game of 42 is cheapened. Adding variation upon variation onto 42 does not improve 42--it diminishes it. It's like a surgeon adding hands to your stomach and back--you might can do more things with extra hands; but it would be a grotesque mutation. And that's what's happening to Forty-Two. Forty-Two is not being improved; it's being warped as each new variation is grafted onto it. And it seems most people will go along with any thing. It appears that with many players the enjoyment does not derive from playing the dominoes they draw to the best of their ability--but deem their hand a disappointment if they cannot do something (Nel-O, Plunge, Splash, Sevens, etc.), anything but have to concentrate on playing their dominoes. For to be a great 42 player, you do have to concentrate; you must have a desire to play every trick to the very best of your ability. It seems most players nowadays just don't want to do that much concentrating, don't want to expend that much effort into their so-called 42 playing. So they bid on any thing or they play any and every way somebody has thought to invent and introduce to them. "It's an easy way to make marks," could be the variationist's motto. It's the different philosophy or outlook, the different emphasis on what is important that distinguishes the true 42 player from the variationist. Caring enough to try to play the very best on every trick is not as high on the variationist's priority; but rather, just getting the marks. There is no special desire among the variationist to preserve and play the game as generations before played and loved the game. It's okay with variationists to tack onto 42 any additional way of playing with dominoes anyone comes up with. Of course the very act of doing that changes the game. Sometimes a variationist will attempt to dampen a real 42 player's abounding enthusiasm for the game by saying to him, "it's only a game." That is like saying to a great cook at a feast, "it's only food." Or to a fine musician in the midst of a recital, "it's only music." To the variationists it is only a game, and will always be only a game. They will never develop the passion and love of 42 that a true 42 player has for the game, because they simply don't care enough about the game to put out the effort to become a really great player, and with their limited knowledge of the game they don't realize what they have in pure, straight 42 is a masterpiece of a game. The variationists think they can improve the game with their additional ways of playing--but it's like someone imagining he can improve a great composition by adding ditties to it or hoping to improve the Mona Lisa by painting others into her portrait. Most variationists will never grasp and experience the greatness of 42--and what is so lamentable is that they revel in their ignorance and teach others to think what they are doing is playing Forty-two. With their love of a multiplicity of variations, they should not hijack the name "Forty-two." They should call their game "Hodgepodge" or "Conglomeration" or Variations or something similar. Forty-two should be essentially the game that was invented in 1887. [For the origin of 42, see the article by Michael Hilton that appeared in the July 1988 Texas Monthly]. Let people play their variations, add a new variation every week, if they want to. But don't call it 42. Let there be a game called "Forty-two" which has not been contaminated. Let 42 be played as originally invented--a trick-taking game in which a trump must be declared (and played as the first domino) and no Plunge or Splash (which, in effect, is talking across the board, letting your partner verbally know that the bidder has three or four or more doubles in his hand). Let "42" or "Straight Forty-two," be the original game played in its beauty and simplicity, in its pure form--a game worthy of cherishing and protecting. And the way to protect it is refuse to join the throng merrily demeaning this great game. Don't sit down at a table where "Hodgepodge/Conglomeration" players are pretending to play 42. Don't become a collaborator to 42's degradation. Organize your own 42 club--insist only pure, straight 42 will be allowed--don't lower your standards for anyone (and if you play on the Internet, always be the host; so you can see to it that pure 42 is played in the games you participate). Let the Conglomeration players play their frivolous plethora of variations--but playing as they do is not for serious 42 players. Hopefully 42 can yet be saved from those who drag it down. If there are two tables of 42 playing, it will be more fun to have interaction with all the 42 players present, than if the two tables played all the time separately. Designate a "Head" table and a "Foot" table. The main privilege attendant to being at the head table (also called "champion" table or "table number one") is that head table governs when players shift to the head table. There is no movement until the head table notifies all tables it is time to move (any number of tables can be in the head table system). At head table the partners who win a game (or you could have it as the best two out of three games) call for the winners at table number two (if there are only two tables of 42, then that would be foot table) to come play at head table. Whoever won the most marks at table number 2 proceeds to move to head table---and if there are more tables, the winners there also move up to a higher table immediately upon notification of head table it is time to move; e.g., the winners at table number 3 move to table number 2 to play the losers there. When head table has made its announcement, then at each of the lower tables it is seen which partners made the most marks--the partners at each table who have accumulated the most marks move up to the next higher table. The players at the lower tables are allowed to complete the hand they are playing if tied in marks. If the marks are not tied, the hand is not allowed to be completed. (The score might be four marks to three--the couple with the three marks bid 84 and is just one trick from making the bid when Head table says to stop playing---since the hand is almost finished and it could make the difference who would be ahead in marks, isn't it okay to finish that hand? No. When the winners at Head table indicates by ringing a bell or announcing verbally that it's time to move, all playing ceases at that instant! With the only exception being if the marks on the paper are tied). Head table NEVER waits for a lesser table to complete a game. The head table ALWAYS is the governing table; it controls
when players move. The couple who lost at head table goes to the foot table where they change partners with whoever lost
at that table--(if you were playing like in a tournament, you would not change partners at foot table). Some have it when
more than one table are playing each table finishes its game; this is undesirable, for that often makes the slowest table govern
when players move. Having the winners at head table wait while others finish a game provides no reward for being
successful. Players who have succeeded through skillful playing to get to, and stay, at head table should be recognized for
their good-playing and should receive the privilege or reward of controlling when players shift to the head table. And the
losers at head table should not fail to change partners at foot table; for if you're losing game after game, you want to have
hope you will get a partner you can win with. Even though you change partners, you can still determine at the end of all
playing who won the most games, if each player will simply, on his own small piece of paper, make a mark for every game
he won. Winners should never be made to change partners, only losers, and that only at foot table. If you do not want to
change partners, if you want to have your playing like a tournament, you could still do the head table/foot table system.
There are different ways to do tournaments. Each tournament organizer must decide for himself which system he prefers.
Here is one way: Have all participants draw for partners (that is probably fairer than letting someone choose his own
partner; but that is optional--if you want to let people select their own partner, that's okay). However many tables there are,
they are designated Table 1, Table 2, etc. and the participants draw a number to see to which table they will be seated. At
table number 1 there is a bell which is to be rung as soon as a couple makes their seventh mark. When that bell is rung all
play at all the other tables cease--with this exception: if the marks are tied, then the hand must be played out. Only the
players at Table 1 are playing to see who gets seven marks first--the players at all the other tables are playing to have the
most marks when the bell is rung. Therefore at the lesser tables it doesn't matter who gets seven marks first (they may
not even be close to having seven marks); but rather, who has the most marks when the bell is sounded. When the bell
is rung whoever has the most marks receives what is called "A Game Mark." The tournament organizer records the names
of everyone who has won a Game Mark. At the conclusion of the tournament the couple who has the most Game Marks is
declared the winner. It doesn't matter what table you wind up at; what matters is who has the most Game Marks. The
tournament organizer can choose to have a time deadline or simply say that who ever gets a certain number of Game Marks
first wins the tournament. In a tournament Nel-O, Plunge, Sevens should never be allowed. Since there is sometimes
confusion when someone bids on doubles, it should be made clear that if someone bids on doubles players are not required
to play a six to Visit several tournaments and decide for yourself the system you prefer. Whatever the tournament organizers decide on should be recognized by all as being fair. A while back this player went to a tournament in which there were only two tables playing. Each table would play the best two out of three games. The winners at each table then played the best two out of three to determine the final winners. On the surface that may seem like a fair way to do it. But as it turned out, the couple who won two games actually had fewer marks than their opponents. With this scheme it can be as big a difference as five marks (if you win the first game seven to nothing and then lose the next two games, but get six marks both times; you and your partner will have 19 marks to your opponents' 14--you have clearly outplayed your opponents by a margin of five marks--but you are declared the loser and out of the tournament). Probably a better way to have done the tournament would be to have both tables play three games and at the end of the third game see who won the most marks. The couple at each table with the most marks then would play three games and count the marks to see who won the tournament. But doing it that way didn't provide good interaction of players. During the first round the losers at each table played against only the two people who were their opponents--when they lost the third game, the tournament was over for them. Gender should not usually be a factor in determining who plays as partners (the practice of arbitrarily pairing male with female as partners should generally be avoided by all serious 42 players); however, it is probably better when four or six people are playing that husbands and wives not be partners, especially if there is no chance of switching partners during a session of 42. Too often when husbands and wives are partners there is a tendency for one or both to start criticizing the other, which can ruin the 42 for everybody. When there are six players, it can become tedious and boring for a very good player to draw as his partner a player who makes many mistakes and has to play the whole time with him. To keep that from happening, have the two who lost a game and also the two who are sitting out draw. The two who draws highest dominoes play. If the couple who just lost happens to now draw the two highest dominoes, then rather than draw again, they get up and let the couple who was sitting out play. This is not a perfect scheme, for one who has already sit out a game will have to sit out during the next game. But it will remedy the problem of having a good player stuck with having to play all the time with a player who he wishes he did not have to play with. A player needs to have hope he can get a partner he will win with. To play 42 with others on the Internet click-onto Curtis Cameron's web page. There you are given an opportunity to buy Curtis Cameron's computer program. For anyone at all interested in 42, his program is well worth the small amount asked. It will give you many hours of enjoyment, plus it enables you to play with others via the Internet. Most of the time it will play adequate to good 42; but unfortunately, in some instances, it makes mistakes a really good 42 player would not do (the 3.48 and earlier versions; hopefully later versions will be programmed to play better). But a very good feature is the Play All Hands--by using it, even a beginner at 42 can learn to play well, by seeing what should be played to make a hand and what results in going set. After you've downloaded Curtis' 42 program from http://www.ccdominoes.com/download.html you will want to make a shortcut to his Lobby page (bookmark or put into your Favorites): http://www.ccdominoes.com/cgi-bin/Lobby.cgi?Win42 so that you can easily and often return to it. It will show you any games currently in progress, and what the host has chosen to play. When this player sees that Nel-O, Plunge or Sevens is being allowed, he will not take an "empty seat" with those who are degrading 42. You can easily begin hosting your own games and wait for players to join you who will play 42 properly. You can have enjoyable games online and meet nice people. But you will also encounter rude and obnoxious people online. Curtis ought to program in an "Always Exclude" ability. As it is now, when you're hosting a game, you can refuse to let in someone you remember was discourteous in the past. The problem with that is Curtis' program allows anyone to easily change his screen name and you not be able to recognize it as the rude person you'd like to avoid. When you register the program, you use a code number--Curtis should somehow utilize that number to enable the program to recognize someone you have consigned to the Always Exclude list and display a message to that person informing him that his request to play was refused--with no message appearing on your screen about it. Perhaps Curtis could even provide an option whereby you could inform the excluded person the reason he was being refused. Maybe you would type in "offensive language," "chats way too much," "obnoxious." If the refused encountered several such "Always Exclude" messages, perhaps he would modify his behavior while playing 42 online with others. If you are a variationist you will like playing the online tourneys or ladders. The winners probably fancy themselves as 42 champions--- but since most of the online players include variations, it's not a true test of excellence in Forty-two playing. The winners are those who are adept at skewing out marks any and every way their variations permit, rather than playing great, straight 42. Someone who has reached the top of the ladder or won such tourneys by playing variations who thinks he has proven his prowess at 42, is like someone who has won in Miniature Golf competitions imagining he can take on Tiger Woods in the PGA--it's just simply isn't the same game. The two may look similar is some ways--but it's not the same game--Tiger Woods' golf is not Miniature Golf. Forty-two that includes variations is not Forty-two. One of the most humiliating and dreaded things that can happen while playing 42 is to play an entire game without winning even one mark. This is called "getting skunked." Traditionally one of the triumphant players draws a depiction of a polecat on the opponents' column. The pictorial embarrassment glares out for all to see. The fear of getting a skunk drawn on you should spur all players to always play at their very best. When bidding, say on sixes, (let's say your partner has When bidding 84, say on fours, you lead
You bid 84 on blanks. You: Suppose when bidding 84, the only off you have is a Be alert that your opponents may sometimes be too quick in declaring they have made their bid. Don't assume because they exclaim they have made it that they really have. For example: Suppose the dominoes were drawn this way:
Your partner bids 35, right opponent passes, you pass, left-opponent bids 36 on treys and leads Your partner plays Right-opponent hesitates a while trying to figure out whether to lead a six or a five; your left-opponent throws his dominoes
face up and says, "there is no need to worry with it I have the rest of it; I have no offs"---but you say, "don't mark it just yet,
I'd like to play it out." Your left-opponent counters, "There's no need to play it out; you see I'll either trump in or catch any
five or six my partner leads." BUT THAT'S WHERE HE'S WRONG. Any five or six his partner leads will result in him
going set. If his partner leads a six, you will trump in and will set him when your partner plays People are often too quick to throw down their dominoes and declaring a bid is made. It can happen that your opponent has
bid 84 and next to the last play have a walking If you have the misfortune to be playing in a game in which plunging is allowed (someone who has at least four doubles can "plunge" and his partner selects trumps and does the initial leading). Some people even allow that a Plunge bid is a four-mark bid; then it is especially painful when your opponents declare the bid made when it actually hasn't been made. For example:
You: pass Left-opponent: Plunge Your partner: pass Right-opponent leads Your right-opponent throws his dominoes face up and says "we have all the doubles and I have no offs; we made it!" But
you say "I'd like to play this out." And if your left-opponent plays either his If you are weak on trumps or if you want to avoid having to later lead an especially dangerous off, it is often best not to lead
your double-trump but instead, retain your double-trump so that later, hopefully, you will catch in and with it be able to
clear any remaining trumps out of your opponents' hands. But whenever you are considering leading out a small trump, try
to prevent your opponent from catching that trump with a trump that is a count domino, such as It is often best to lead your off early, as soon as you can, before your opponents have the opportunity to clear their hands
and be able to put count on what you lead, should the other opponent catch it. An exception to this might be if you have a
walker, perhaps already have led a double, such as If you don't have the double to your trump, you don't want an opponent to continue to keep it during the course of playing the tricks. He would then be in the catbird seat (a position of power or control). In some instances it may be best to lead a count-trump in order to entice an opponent to catch the first trick with his double. Here is an example of this: you bid 34 on fours and have:
(as most players would do) you almost certainly would go set if your
left-opponent decided to play his rather than his . Even though your partner will catch with and lead two
doubles for you, eventually your left-opponent need only wait until he captures his partner's . But if you could
entice him to play his the first play, then you have an excellent opportunity to make your bid. So lead as
your first play in hopes the will be played.
Suppose the dominoes were drawn like this:
The marks are six to five in your favor and your left-opponent passed, your partner bid 34, your right-opponent passed. If
you were behind in marks or if the right-opponent had bid, you might have raised to 36 or more, hoping your partner would
have your sixes or He bids on fours. This is another instance when he probably ought to lead his Your partner chooses to lead out You lead You play When you saw your partner didn't play an off, but threw away one of his doubles, that's when the alarm bells go ringing for you! That showed he must be worried about his trump situation. The average 42 player would just blithely keep on leading his walking sixes, which would in no way help his partner get out
of his peril. So you would positively not lead your walking So to your Your partner tries to get Your partner now has to lead Another example of what you may want to do when you see your partner throw away a double:
Right-opponent passes. You bid 31 on deuces. Your left-opponent bids 33 on aces. Your partner bids 34 on sixes. Your
partner could lead You: You see you have a walking deuce; so you play it: But if your partner had drawn
The score is six to six. Your right-opponent passes. You bid 31 on deuces. Your left-opponent bid 32 on treys. Your partner
bid 33. He can choose to bid on sixes (there are four out somewhere; your partner worries that if an opponent has Your partner: You: Is there ever an instance in which the opponent is playing his bid and your partner catches his off your putting count on the
trick your partner caught will result in your opponent making the bid? Suppose the left-opponent bid 31 and he has led
down to Don't Do the Inexplicable. Differentiate Between an 84 Bid and a non-84 Bid.
Your right-opponent bids 84. You: you don't have a great 84 hand; but over the years you have learned that you are often
successful at making 84 with this type of hand--so you are willing to give it a try. You bid three marks. Your left-opponent
and your partner passes. Fives are trumps and you lead You have to come back with another trump to get the trump an opponent is holding: You: you've seen your partner throw away one four; since you have a four behind You see that |