# DominoidsTextVersion

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```Dominoids
Version              1.0
Version Date         17-Jun-2002
Number of Players    2
Game Length          30-45 minutes
Equipment
· 1 piecepack (see www.piecepack.org)
· 1 standard Double-6 Domino set
Note ­ This design is fairly dependent on "standard" piecepack and domino
dimensions. These rules assume that your piecepack tiles are 2" x 2", your
piecepack coins are ¾" x ¾", and your dominoes are 7/8" x 1 ¾". You should
have no problem as long as one domino fits within 2 adjacent squares on the
back of a piecepack tile.
Introduction
Recently, scientists have discovered an interesting new two-celled lifeform that
they have dubbed "Dominoids". It seems that these little critters are composed of
two different halves, each of which have different characteristics. Having only
two cells means there isn't much room for brains, so these microscopic creatures
spend their time just swimming around, breeding, and eating. The typical
Dominoid environment isn't terribly rich in nutrients, so there is fierce competition
among the Dominoids for the available food. Fortunately, Dominoids are also
cheerfully cannibalistic, so where there are other Dominoids, there is food.
The players control the activities of a small Dominoid colony living in a tiny drop
of water. On a player's turn, he gets the opportunity to move a couple of
Dominoids and possibly cause them to eat food, mate with another Dominoid, or
attack another Dominoid. The player who has collected the most points worth of
food at the end of the game wins.
Definitions and Assumptions
1. "Ace" coins have a value of 1. "Blank" coins have a value of 0. All other
coins have the value shown on the coin.
3. "Active player" always refers to the player currently taking his turn. "He",
"him", and "his" are used as generic pronouns for convenience, but no gender
preference is intended.

Initial Setup
1. Create the game board in the middle of the table by
placing 16 piecepack tiles to make an 8x8 grid, as
shown in figure 1. It doesn't matter which tiles you
use, since they will be kept face down throughout the
game. This is the droplet of water that is home to the
Dominoids.
2. Randomly place the 4 piecepack pawns in the
positions shown in figure 1. (Pawns are shown as
triangles with a suit symbol on them.)                               Figure 1
3. Turn the 24 piecepack coins number side down,
shuffle them, and place them in 4 stacks, separated by
suit, as shown in figure 2. Draw the top coin from each
Figure 2
stack and, without looking at the number values, place
them adjacent to the appropriate pawns as shown in figure 1. This is the food
that the Dominoids eat and the source of victory points for the players.
4. Remove all dominoes that have a blank or a six-spot on them from the game.
This leaves only the 1-1, 1-2, 1-3, 1-4, 1-5, 2-2, 2-3, 2-4, 2-5, 3-3, 3-4, 3-5, 4-
4, 4-5, and 5-5 dominoes. Shuffle these 15 dominoes face down and draw 4
randomly. Place them face up on the board as shown in figure 1. These are
the Dominoids that begin the game in play. The remaining 11 dominoes are
now turned face up and left in a common pool (the "gene pool") at one side of
the board.
5. Cut out the simple dice box at the end of these rules (or create your own ­
anything that will enable you to keep track of which dice have just been rolled)
and place it beside the board. Roll all 4 piecepack dice and place them in the
"Old Dice" box.
6. Select the first player randomly. The first player is now ready to begin the
game.
Object of the Game
The winner is the player who has collected the highest point value worth of food
coins at the end of the game. Each player's score is equal to the total value of
the coins he collected, plus a bonus of +3 points for each suit in which he has
more coins than his opponent.
Example ­ Player A has collected Arms 0, 1, 3; Crowns 2, 3, 5; Moons 1; and
Suns 1, 3, 4, 5. Player B has collected Arms 2, 5; Crowns 0, 1, 4; Moons 0, 2, 3,
4, 5; and Suns 0, 2. Player A has a score of (0+1+3) + (2+3+5) + (1) +
(1+3+4+5) + 3(Arms bonus) + 3 (Suns bonus) = 34. Player B has a score of
(2+5) + (0+1+4) + (0+2+3+4+5) + (0+2) + 3(Moons bonus) = 31. A wins. Note
that no one got the Crowns bonus because both players had 3 coins.
The game ends as soon as all of the food coins of any three types (suits) have
been collected.
Example ­ In the scoring example above, the game ended because all of the
Crowns, Moons, and Suns had been collected. There was only one Arms coin
remaining.

Sequence of Play
1. Once setup is complete, the players alternate turns, beginning with the first
player.
2. Each turn consists of the active player choosing two dice and taking exactly
two actions as allowed by those dice.
3. Choose Dice ­ The active player chooses exactly two dice that will dictate
what moves he may make this turn.
3.1. The player must choose 2 dice.
3.2. At least one of the dice chosen must be taken from the "Old Dice" box.
The second die may be taken from either the "Old Dice" or "New Dice"
box, as the player desires.
3.3. The faces showing on the chosen dice indicate what sort of moves the
player can make, as given in the following table. The actions offered by
the dice taken may be performed in any order, but one action must be
completed before the next is taken.
Die Face Showing Action Allowed
Number (2-5)          Move Dominoid (and possibly Eat,
Attack, Breed, or Bud) ­ See 4 below.
Ace                   Shift Board ­ See 5 below.
Blank                 Pass (No Action)
Example ­ At the beginning of Player A's turn, the dice are as shown in figure
3. Player A may choose the 5 and the ace, thus allowing himself one
Dominoid move and one board shift (in either order). Player A may instead
take the 2 and 5, if he wants two Dominoid moves
this turn. However, he may not take the ace and
the blank, since both are in the "New Dice" box.          Old Dice       New Dice

2
4. Move Dominoid ­ For each selected die showing
5
a number (2-5), the active player must move one
Dominoid according to the following restrictions:
4.1. A Dominoid moves by either sliding in a                      Figure 3
straight line in either direction, or by rotating
in either direction. At the end of this move, the Dominoid may be able to
eat, attack, or breed.
4.2. A Dominoid may not both slide and rotate in the same move. It may
only do one or the other.
4.3. In either a slide or a rotation, one end of the Dominoid is the leading
end. The value (as shown by the number of spots) of the leading end
must be less than the value shown on the face of the die used to
activate the Dominoid. The value of the other end of the Dominoid is
irrelevant for that move.
Note ­ This means that it is never possible to move the 5-spot end of a
Dominoid. The 5-5 Dominoid cannot move at all under its own power
and pretty much just gets in the way of the other Dominoids.

Example ­ In figure 4, if Player B chooses a 3
die, he could move the 2-3 Dominoid by sliding it
2 squares in the 2 direction, or by rotating the 2
3
end in either direction. To move the 3 end, he
would have needed to choose a 4 die or higher.
4.4. Sliding - When a Dominoid slides, it must travel
a number of squares in the direction of its
end, or until it is stopped by running into another     Figure 4
Dominoid, a pawn, or a food coin.
4.4.1. The Dominoid must be able to slide at least 1 square or it does
not count as a move.
4.4.2. A moving Dominoid is not blocked by the edge of the board,
and may not move past the edge of the board.
Example ­ In figure 5, if Player B chooses a 5
die, he could slide the 2-3 Dominoid 2 squares
in the 2 direction or 3 squares in the 3 direction.         5
However, the Dominoid would actually only
move 1 square in either direction because it is
blocked one way by a pawn and the other way
by another Dominoid. The 3-4 Dominoid could
slide the full 3 in the 3 direction, but it is not
allowed to move in the 4 direction since that                Figur e 5
would cause it to leave the board.
4.5. Rotating ­ When a Dominoid rotates, the leading end rotates 90
degrees in either direction around the non-leading end, which stays in its
place.
4.5.1. The Dominoid must be able to rotate exactly 90 degrees, or it
does not count as a move.
4.5.2. Another object in the square "between" the starting and ending
squares of the rotation is considered to block the moving
Dominoid.
4.5.3. A rotating Dominoid is not blocked by the edge of the board,
and may not rotate past the edge of the
board.
Example ­ In figure 6, if Player A chooses a 3
die, he could rotate the 2-3 Dominoid to point up                  3
or down. He could not rotate the 2-4 Dominoid
at all because both possible rotations are
blocked. He also could not rotate the 1-5
Dominoid as indicated because that would take it
off the board.
4.6. Eating ­ For some reason that scientists have               Figure 6
not yet been able to explain, Dominoids can only
eat while on the move. If, after sliding 1 or more squares, a Dominoid
ends its move with either one of its ends orthogonally adjacent to a food

coin, the active player turns that coin number side up (if it is not
already). If the food coin number is less than or equal to the value of
the Dominoid's adjacent end, the food is eaten. The player may pick up
the coin and place it in front of himself, number side up. (If the food
coin's value is greater than the moving Dominoid's activated number,
leave the food coin number side up where it is.)
4.6.1. Either the leading end or the non-leading end of the moving
Dominoid may eat. It doesn't matter which direction the
Dominoid moved.
4.6.2. If more than one food coin is adjacent to the moving Dominoid,
it may choose to eat only one of the food coins.
4.6.3. Eating is mandatory if possible.
4.6.4. If only one type (suit) of food coins is left in the game at this
point, the game ends now. Both players computer their scores
as given in "Object of the Game" above. Highest score wins!
Example ­ In figure 7, Player A may slide the 2-3
5
Dominoid to eat the 1 (ace) food, but it cannot            42
eat either of the 3-point foods because it cannot
3
eat without sliding at least 1 space. Or Player A
may slide the 3-4 Dominoid and eat either the 2
food or the 0 (blank) food, but not both. The 3-4                3
Dominoid could not eat the 5 food because it is
too large.
4.7. Attacking ­ Attacking is sort of just another type          Figure 7
of eating for Dominoids. If, after sliding 1 or
more squares, a Dominoid ends its move with either one of its ends
orthogonally adjacent to another Dominoid, the active player may be
able to attack. If the value of the attacked Dominoid`s end is less than
the value of the attacking Dominoid's adjacent end, the attacked
Dominoid is removed from the board and returned face up to the gene
pool. (Dominoids don't eat other Dominoids that have the same value.
They view them as potential mates!)
4.7.1. Either the leading end or the non-leading end of the moving
Dominoid may attack. It doesn't matter which direction the
Dominoid moved.
4.7.2. If more than one other Dominoid is adjacent to the moving
Dominoid, it may choose to attack only one of the other
Dominoids.
4.7.3. Attacking is mandatory if possible.
4.7.4. Only the moving Dominoid may attack. If the moving Dominoid
ends its move adjacent to a higher-valued Dominoid, the
moving Dominoid is not attacked.

Example ­ In figure 8, the 2-3 Dominoid may
attack neither the 1-5 Dominoid nor the 3-4
Dominoid, the first because a Dominoid must                        2
slide to attack, and the second because the
prospective attacker's value does not exceed the
prospective victim's value. If the 3-4 Dominoid
slides as shown, it could choose to attack either
4
the 1-3 Dominoid or the 2-5 Dominoid, but not
both. (The 2-5 Dominoid is a valid target
Figure 8
because its 2 side is adjacent to the attacker's 4
side.) Note that the 3-4 Dominoid could not both eat the 2 food coin and
attack one of the adjacent Dominoids. It must choose to do one or the
other.
4.8. Breeding - If, after sliding 1 or more squares, a Dominoid ends its
move with either one of its ends orthogonally adjacent to another
Dominoid, the active player may be able to breed. If the value of the
moving Dominoid`s end is equal to the value of the adjacent Dominoid's
end, a new child Dominoid may be placed on the board from the gene
pool.
4.8.1. Either the leading end or the non-leading end of the moving
Dominoid may breed. It doesn't matter which direction the
Dominoid moved.
4.8.2. If more than one other Dominoid is adjacent to the moving
Dominoid, it may choose to breed with only one of the other
Dominoids.
4.8.3. Breeding is mandatory if possible.
4.8.4. The active player chooses any one Dominoid from the gene
pool that has at least one number in common with at least one
of its parents. The new baby Dominoid must be placed such
that it is orthogonally adjacent to a matching end of one of its
parents.
4.8.5. The new baby Dominoid does not eat, attack, or breed if it is
placed adjacent to another Dominoid or food coin.
4.8.6. The new baby Dominoid is immediately available to be moved
as early as the next action.

Example ­ In figure 9, Player A could slide
the 2-3 Dominoid to breed with the 3-4
Dominoid, and could, for example, choose
the 3-5 Dominoid from the gene pool and
place it next to the 3-4 parent as shown.                     2
There are several other ways the 3-5 child
could be placed next to the 2-3 or 3-4
4
parents, but below the 2-3 parent as shown
is not one of them (because it would not be              Figure 9
adjacent to the 2-3 parent's 3 side. The 2-3
Dominoid cannot breed with the 2-5 Dominoid because it cannot slide
over to it. Even if it rotates in place as shown, no breeding is possible
there. Another alternative would be sliding the 3-4 Dominoid up to
breed with the 1-3 Dominoid. A 4-4 child could be produced (the child
does not necessarily have to share a number with both parents).
4.9. If it is possible for the moving Dominoid perform two or more of above
actions (eat, attack, or breed) after moving, the active player may
choose which one of those actions to perform.
4.10. Budding (No Valid Move) ­ If the active player is unable to use a
selected die to make any valid move with any of the Dominoid(s)
remaining on the board, he must cause one Dominoid to "bud". This is
treated exactly like breeding (see 4.8 above), except the new baby
Dominoid only has the one parent.
Example ­ In figure 10, Player A has chosen
a 2 die, and he has no valid move to make
with it. (The 1-4 Dominoid could move with
its 1 end, but all possible moves are
blocked.) Therefore, the player must choose
one of the Dominoids on the board to bud.
3
A couple of the possible buddings are
shown.                                                2
5. Shift Board ­ For each selected die showing an                   Figure 10
ace (suit symbol), the active player must shift one
row or column on the board according to the following restrictions:
5.1. The row or column shifted must currently contain the pawn of the suit
matching the ace rolled.
5.2. When a row or column is shifted, it may be shifted in either direction.
5.3. To shift a row or column, the active player takes the tile from either end
of the row, slides the remaining three tiles to fill the gap, and then
replaces the tile taken at the other end.
5.4. Dominoids do not eat, attack, or breed as a result of the board shifting.
5.5. A row or column may not be shifted if one or more Dominoids straddle
the edge of that row or column.
5.6. If no shifts are possible with the chosen ace, it must be treated as a
blank (Pass) instead. (Budding is not performed in this case.)

Example ­ In figure 11a, Player A has
chosen the Moon die, so he must shift
either the row or the column currently
containing the Moon pawn. Therefore, he
must shift either the 1st column or the 3rd
row, but in this case, the 1-3 Dominoid is
straddling the 1st and 2nd columns, so the
1st column cannot be shifted. Player A
decides to shift the 3rd row to the right. In
figure 11b, the 3rd row shifts right and the
rightmost tile is moved to the left side. In
Figure 11a
figure 11c, the shift is complete.
6. Pass ­ For each selected die showing a
blank face, the active player must
pass his action. Passing simply
means he neither moves a
Dominoid nor shifts the board.
Note ­ This may be useful if the
player's only other options would
set up the other player for his turn.
Otherwise, it's usually desirable to
stick the other player with the                       Figure 11b
missed action.
7. Replace Food ­ After the active player has taken
both of his actions, he must replace any missing food
coins.
7.1. For each type (suit) of food coin that is not
represented on the board, the active player
draws the top coin from the stack of the same
suit and places it face down in any open square
orthogonally adjacent to the pawn of that suit.
7.2. If there are no coins of the necessary suit                 Figure 11c
remaining, that coin is not replaced this turn.
7.3. If there are no open squares adjacent to the necessary pawn, that coin
is not replaced this turn.
Example ­ In figure 12, player B finds that the Sun,
Moon, and Arms food coins are missing at the end of
his turn. He takes the next coin from the top of the
Arms coin stack and places it adjacent to the Arms
pawn as shown. Note that this was the only valid
placement for this coin since the other possible
spaces were blocked by Dominoids. There is no valid
placement for the Sun coin, so it is not replaced this
turn, although it must be replaced after the next
player's turn, if possible. The Moon coins have been
Figure 12
exhausted, so it is not replaced (and will remain
unreplaced for the remainder of the game).

8. Reroll Dice ­ Finally, to end his turn, the active player must reroll both of the
dice he selected and place them both in the "New Dice" box for the next
player to choose from on his turn. If all 4 dice are now in the "New Dice" box,
move all 4 dice to the "Old Dice" box.
Note ­ This, combined with the rule that at least one die must be chosen from
the "Old Dice" box each turn, forces the players to eventually use all of
numbers rolled. It becomes a matter of trying to force the other player to use
the dice that are least beneficial to him.
Example ­ At the end of Player A's turn, he re-          Old Dice      New Dice
rolls the two dice he used and gets a 3 and a
3
blank, which are both placed in the "New Dice"
box. The next player will now be forced to use
the Sun die and one of the dice in the "New Dice"
box, either a 2 or blank.                                       Figure 13

Dice Box

Old Dice                      New Dice

```