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Eckomino: An Solo Trick-Taking Domino Game, by John Burton
Eckomino: An Solo Trick-Taking Domino Game, by John Burton
OVERVIEW:
ECKomino is a solo trick-taking domino game where you play against the AI opponent ECK attempting to collect
trick tiles by winning exactly the number of tricks shown on the available trick tiles.
white circle point (1) line(2) triangle(3) square(4) pentagon(5) hexagon(6) star(7) black circle
The game tiles share the various Symbols in combinations, similar to dominoes, where each Symbol is included on
a tile with itself and each other Symbol once. The exception is the circles, where there are two tiles with only
white circles, and two tiles with only black circles.
SETUP:
1. Place the TRICK TILES in order color-side up
at the top of the play area
2. Place the COUNTER and SWITCHER (if using)
TRICK TILES counter switcher*
close by the TRICK TILES. *see variations
your AI opponent.
6. Place the Shape/Dots Marker into the
playing area.
Your Hand (9 tiles)
ECKomino an solo trick-taking domino game, by John Burton 2
GAME PLAY:
ECK utilizes mechanics that are familiar to traditional trick-taking card games such as leading, following suit
(Shape) and taking a trick, which are explained below. In this game, either you or the ECK leads a single tile, then
the other follows with a single tile from their hand/pile, with a result of the trick decided based on the tiles played.
Each ROUND is 9 tricks, one for each tile in your hand. The CIRCLE tiles are like trumps that either always win or
always lose. There is no bidding or declaring in advance how many tricks will be taken in a round.
The Shape/Dots Marker: The Shape/Dots marker is placed vertically in the Shape/Dots Marker Example:
play area, and all tiles are placed next to it during play. The marker
determines which Symbol is the Shape and which Symbol is the Dots of the SHAPE: SQUARE
tiles played. The Shape symbol (◆) indicates which symbol on the tiles
played is the Shape, and the Dots symbol (⁘) indicates which symbol on the DOTS: 2
tiles is the Dots value of the tile. When beginning a game, you choose the
direction of the Shape/Dots Marker.
After all the tricks are done, the number of tricks you won determines result of the game.
ECKomino an solo trick-taking domino game, by John Burton 3
DETERMINING TRICK WINNER:
At the end of each trick, the winner of the trick collects the tiles, and they are placed near them (either near you
or near the ECK). It is important to show the number of tricks won by both you and ECK. Tiles won in tricks must
stay face down for the remainder of the round and cannot be looked at. Trick winners are determined as follows:
❖ If the follow tile is same Shape as the lead tile, the tile with the most Dots will win (see pg. 1 for ranking).
❖ If the follow tile is a different Shape but has the same Dots as the lead tile, the trick is tied.
▪ If the last trick of a round is a tie, the leader wins the trick.
❖ If the follow tile is a different Shape and different Dots than the LEAD tile, the follower loses the trick.
▪ This can only happen to you, not ECK.
❖ CIRCLE tiles are exceptions to the above rules, see below.
Circle Tiles:
The black and white circle tiles either always win or always lose tricks when played. ECK can lead or follow with a
circle tile without restriction. You can lead a circle tile without restriction, but you can only follow with a circle
tile if you cannot follow with a tile of the same Shape as the lead tile. Any time you lead with a circle, ECK's first
tile is the follow tile. Tricks with circles win or lose as follows:
❖ A black circle always wins against any Shape/Dots tile
❖ A white circle always loses against any Shape/Dots tile
❖ 2 black circles in the same trick or 2 white circles in the same trick is a tie.
❖ When a white and a black circle are played to the same trick, the white circle wins
TRICK EXAMPLES:
LOSE
rotate rotate rotate rotate
EXAMPLE GAME:
Round 1: You win 6 tricks. You take trick tile 6.
Round 2: You win 6 tricks again. You take no trick tiles. Turn the counter from top to right
Round 3: ECK wins 8 tricks. Rotate trick tile 8 to the gray side. Turn the counter from right to bottom
Round 4: You win 8 tricks. You collect trick tile 8.
Round 5: ECK wins 4 tricks. Rotate trick tile 4 to the gray side. Turn the counter from top to bottom to left
Round 6: You win 2 tricks. You collect trick tile 2. You have collected 3 trick tiles, so you win the game!
The Switcher
During a game, if you use the Switcher tile, you can switch the position of the Shape/Dots marker or individual
played tiles to change which Symbol on the tiles is the Shape and which is the Dots. The Switcher tile tracks the
number of switches you have made during the game. This ability gives you an advantage, so the number of
switches you allow yourself determines the difficulty of the game. It is suggested you allow no more than 4
switches in a game. Similar to the counter, if you track 4 switches in a game, then turn the tile a quarter turn each
time you make a switch. If you allow only 2, then rotate the tile a half turn. If allowing only one switch, you can
flip the tile over once a switch is done.
Free Rotation
In this version, you chose the Shape and Dots of any tile played by ECK. In this variant, the Switcher is not needed
because you can rotate all tiles freely. This version, though potentially less challenging, will still provide a satisfying
gaming experience without the restrictions of the standard and Fixed Vertical Position versions. This variant too
will provide a very different game experience.
If you give this game a try and discover your own variations you’d like to share, or if you have any questions about
the game, feel free to email me at johnburtoncontact@gmail.com.