Rules & Help
The same rules the league plays at the table, with Block Credits instead of money.
The table
- A double-six set: 28 bones. Four players, cut-throat: everyone plays for themselves. Everyone draws 7, so the whole set is in play and nobody draws from a boneyard.
- Play goes clockwise. The holder of the double-six opens the first hand with it. After a win, the winner opens with any bone. After a locked hand, the double-six opens again.
- On your turn, play a bone that matches an open end. If nothing fits, knock to pass. The game never lets you pass while you can play.
Scoring
- Domino: empty your hand first, 1 point.
- Capicu: your last bone shows the same two numbers as the two open ends (a double is a plain domino), 2 points.
- Locked: nobody can play. LOCK takes 1 point.
- First to the table's points owns the table: 2 at the Front Porch and more at each table after it; private stakes tables play to 10. If LOCK gets there first it is a Roller: nobody wins.
- The Block Tax: finish a game on zero points and you pay the Block Tax into the pot.
Coins on the table
- Every table has a stake. All four seats put it on the table when you sit down, so you need at least the stake in HMC to play.
- The winner takes the pot: four stakes plus the Block Tax from anyone who finished on zero.
- Lose, and your stake stays on the table. Finish on zero and you also pay the Block Tax (never below a zero balance).
- Knocking costs. Every time you knock (pass) you pay the table's knock fee to the player who played the bone you couldn't answer. When someone knocks on your bone, they pay you. Never taken below a zero balance.
- A Roller returns everyone's stake. Knock fees already paid stay in the house.
- A game you leave keeps your stake on the table: come back to finish it. You can't start another venue until it's done.
Fair play
- Every opponent sees only its own bones, the table and the moves everyone has made. It infers what you hold from your passes, the same way a sharp human does.
- The deal is a seeded shuffle. The seed is on your match history so any game can be replayed exactly.
- Credits never change the deal or the opponents.
World Tour
6 domino cities: Miami, Atlanta, New York, San Juan, Kingston, Havana. Each city is a run of venues, each with its own people and talk. Win a venue to open the next; win a city's final table to open the next city.
- Miami: 10 venues, stakes 100 to 25,000 HMC.
- Atlanta: 5 venues, stakes 25,000 to 40,000 HMC.
- New York: 5 venues, stakes 40,000 to 46,000 HMC.
- San Juan: 5 venues, stakes 48,000 to 58,000 HMC.
- Kingston: 5 venues, stakes 60,000 to 72,000 HMC.
- Havana: 5 venues, stakes 75,000 to 100,000 HMC.
The characters play harder the further you go: early venues are forgiving, later ones count the bones and think several moves ahead.
Your first clear of each venue pays a first-clear bonus and a bonus round (see Bonus & Jackpot). They are paid once per venue, even if you reset your progress.
Daily wheel
- Members spin once a day. The day starts at midnight in Miami.
- Spin on consecutive days to build a streak. From day 5 the gold wheel pays 2× every prize. Miss a day and the streak starts again.
- The Taxman slice pays nothing, gold wheel or not.
- The chances for every slice are under Odds.
The Block Party Bonus (levels 1 to 4)
Clear a venue for the first time and you earn a bonus round before the next table. Sixteen bones lie face down; flip them one at a time. Nine pay credits (a quarter to three times the venue's bonus base), two double your running total, three are knocks that take half the bonus base off it, and two are the Taxman, which ends the round and takes 30% of what you had built. Cash out any time; that is the whole game. The bones are shuffled with a seed fixed the moment you earn the round, and every flip is saved, so a refresh shows the same round.
Earn a second bonus before you play the first and it waits its turn.
The Block Party Jackpot (level 5 and up)
From level 5 on, a first clear earns the jackpot instead of the flip game. Six coin bones start locked on fifteen spots and you get 3 respins; every coin that lands locks in place and resets the respins to 3. Every coin is a multiple of the venue's bonus base: half to ten times it. MINI, MINOR and MAJOR coins pay 20, 50 and 200 times the bonus base, the pink Capicu coin collects every coin value on the board into itself, and filling all fifteen spots pays the GRAND, 1,000 times the bonus base. When the respins run out, everything on the board is paid. The round is decided when you earn it.
Private tables
- Host a table on your own terms and invite friends with its code or link. Members only.
- Entry fee: everyone pays it when they sit down, and gets it back in full if the table never deals or they leave before the deal.
- Block Tax: up to half the entry, owed only by a player who wins no hand all game.
- 4 to 10 people. Four play each hand; the rest wait on the sideline and rotate in between hands. First to 10 points takes every entry plus the Block Taxes.
- 35 seconds a turn. When your time runs out, a sensible bone is played (or a knock made) for you.
- LOCKED reaches 10 first: nobody wins, everyone gets 90% of their entry back, and the house keeps 10%.
- 2v2 partners: the winning team splits the pot; no Block Tax or knock fees.
- Leaving a table mid-game forfeits your entry (and the Block Tax if you had won no hand). If the server restarts, the table comes back; one that can't is called off and everyone is refunded.
Friends & clubs
- Friends and clubs are for members. Add a friend with their player code (on their player card, like HM-1A2B-3C4D); they accept or decline. You can withdraw a request, remove a friend, or block someone (and unblock them later).
- A club has a captain and up to 25 members. Members invite; anyone can ask to join and the captain approves. Invitations and requests can be taken back.
- Club games are private tables for members only. The club ranking counts wins once you have played 5 club games.
- Names, titles, table lines and club names go through a word filter, and the support team can remove anything that breaks the rules.
HMC & Store
- Block Credits (HMC) are for entertainment only. They have no cash value and can't be cashed out, sold or transferred.
- Free HMC: 500 to start, +2,000 when you sign up, the daily wheel, and Uncle Ray fronting you 300 when you're broke (once every 4 hours).
- Credit packs are sold in the Store: on the website by card, in the phone app through the App Store or Google Play. At most 10 purchases and ¤200 a day.
- Your full HMC history is on your Profile, under credit history.
Odds and prizes
Worked out from the game's own settings. The jackpot figures come from playing the real jackpot 200,000 times.
Daily wheel
| Prize | Chance |
|---|---|
| 200 HMC | 19.2% |
| 300 HMC | 19.2% |
| 500 HMC | 17.5% |
| 750 HMC | 12.2% |
| 1,000 HMC | 8.75% |
| 1,500 HMC | 6.12% |
| 2,500 HMC | 4.02% |
| 10,000 HMC jackpot | 0.35% |
| Taxman (nothing) | 12.5% (1 in 8) |
Average spin: about 591 HMC (1,181 on the gold wheel).
Block Party Bonus (levels 1 to 4)
16 face-down bones: 9 credit bones (0.25× to 3× the venue's bonus base), 2 doubles, 3 knocks and 2 Taxmen. The chance that your first flip is a Taxman is 1 in 8.
Block Party Jackpot (level 5 and up)
| Result | About |
|---|---|
| Average win | 28.5× the bonus base |
| A MINI (20×) on the board | 1 in 4 |
| A MINOR (50×) | 1 in 9.2 |
| A MAJOR (200×) | 1 in 83 |
| The GRAND (all 15 spots, +1,000×) | 1 in 3,900 |