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Jamaican Dominoes · Six Love

Jamaican Dominoes · Six Love · Actual game screen
Actual game screen · English

Four-player opposite partners race to six-love. Individual minima decide blocks, changing winners resets both scores, and a real key bone can score two. Winning team chooses its next poser.

In-game languages
中文 / English +18
Web Browser
Strategy

Rules & objective

Local handoffs conceal all hands until the new actor reveals their seven bones. Computers and hints use only their own hand and public table/counts, never partner/opponent identities or future deals. Opening nomination sees only its current coordinator’s hand; naming a partner triggers private handoff. Selecting or hinting previews; confirm to act. Settlement reveals all four hands and the full score ledger. Rules and details pause computers. Undo includes replies, Redo restores them. Restart deal preserves earlier scores; New session restarts the forced first double-six deal, while Next match follows the profile’s continuation rules. Swipe the hand or zoom and pan without playing. Untimed automatic scoring, no stakes.

Use all 28 double-six bones, seven each, with opposite partners and counterclockwise turns. Two matching ends, no draws or spinner. This is the recorded mandatory double-six first-lead profile. Later winners may nominate either partner to pose after the deal without revealing specific bones. The previous out player, or first minimum-pip individual in seat order after a block, coordinates the on-screen nomination; that coordination changes no winner. Play if able, otherwise pass; out or four consecutive passes settles the hand. Out credits that player’s team. A block credits the team of the lowest individual, ignoring partner pips; opposing individuals tied for lowest make a draw. A win normally scores one. A non-double played as the last bone scores two only when it is the sole remaining playable bone across two different hard ends. A hard end has seven of that number’s eight appearances public; a sole playable double is not a key bone. Keep adding only while the other team has zero; reaching or crossing six wins the complete match. If the opposite team wins, both scores reset to zero without crediting that hand to the new winner, and double six starts next. A tie preserves scores and also requires double six next. The 1–1 play-off and escalating tie-replay variants are not mixed in.

Controls

Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.

Worked example

This profile uses a six-love streak. Winning one deal does not end the match, and a key-bone bonus requires its endpoint condition.

Rule references