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Playing
Bones The Pussers Way
Bones
is played by three or four players. Actually, you always play with four
players, but if there's only three of you, one is a 'pretend' player
that you ignore. There is no preferred number - both the three player
game and the four player game have their advantages and disadvantages.
The
Players
Each
player is represented by a Breeze (or is it the other way around? Doesn't
matter!). East, South, West and North, but we shall use the pussers
bones terms Eddie, Sammy, Wally and Normie (OK, smart arse, Eat Me,
Suck Me, Wank Me and Gnaw Me, but let's keep it civil).
Note:
In the three player game, Normie sits out.
Keeping
Score. Pussers bones is a game played for money (1c per point) or a
facsimile of money (like matches or paper clips - yeah, sure). Each
player starts of with a clean slate and, as the game progresses, points
are deducted from losers and added to winners. When someone ties up
(wins), the other players loose. So the first thing we need is a scoresheet.
Simply take a sheet of A4 paper (lined is good) and draw three or four
columns (for a three or four player game) labelled with each player's
name. Give each player an initial score of Zero. Now add the scores
up. Hopefully, the result is Zero. That's what it should be throughout
the entire game!
Tip:
Every now and then, add the scores up and make sure that it equals
Zero. After necking your seventh can in your stack of gashies of
warm, flat Tiger Beer from the beer issue, things can get a little
fuzzy!
| Choco
|
Bull
|
Bear
|
Fergie
|
Total
|
|
| 0
|
0
|
0
|
0
|
0
|
Starting
score |
| -6
|
-6
|
18
|
-6
|
0
|
Bear
ties up with 6 |
| -14
|
18
|
10
|
-14
|
0
|
Bull
ties up with 8 |
| -20
|
36
|
4
|
-20
|
0
|
Bull
ties up with 6 |
Starting
A Game
We
can't play bones unless conditions are right. There's a certain amount
of etiquette involved, too, which we shall examine later. The players
should all be seated comfortably at a table, large enough to hold all
four players with room for 'beverages' and 'smally eats' but with enough
room to reach the bones. A blanket should cover the table to prevent
the bones from sliding all over the place and to facilitate the gentle
and rhythmic "click-click-click" that the bones make when
they are being played, without the annoying "rattle-rattle-rattle"
of bones bouncing on laminex. A blue blanket with a black stripe down
the middle is perfect!
Player's
bones must sit in a rack usually supplied with the game. (Similar to
those supplied for that insipid game for psuedo academics, 'Scrabble').
The two sided rack should enable your 'working' bones to be viewed only
by you and not by the rubberneck next to you! The other side of the
rack is for displaying Open Bones, All-Ofs or Pretties. The wooden racks
supplied with many Mah Jong sets are inadequate for Beaufort Scale Force
7's, so some sturdy steel racks are a good idea, although if your playing
oppos are prone to violent outbusrts better you stick to light wooden
ones.
Note:
Some Mah Jongg sets are made for playing your bones by standing them
on edge in front of you, therefore they have no racks. Pussers Bones
must be played on racks because even the slightest swell will cause
the bones to tip over.
All
144 bones are placed face down on the table. All players shuffle the
bones around and make derogatory comments at each other.
There
are now four steps that must take place:
Build
the Wall
Pluck
for Eddie
Break
the Wall
Pluck
Bones
Sort
Bones
Play
commences when Eddie discards his
first bone.
Build
The Wall
Once
all the bones have been sufficiently shuffled, all players must build
themselves a part of The Wall. The wall is a row of bones in front of
each player that is two bones high, forming a square with one side of
the square for Eddie, one for Sammy, one for Wally and one for Normie.
Note: In
the three player version, everyone helps build Normie's wall. Also,
Keep an eye out for "Wall Shirkers" who go to the heads or
get a goffa every time they need erecting, this has been known to cause
an imbalance in player harmony.
The
area in the centre of the wall is for the discarded bones, so there
should be plenty of room. In a perfect wall, there should be 18 stacks
(a stack is 2 bones, one on top of the other) or 36 bones per wall,
making 144 bones in 4 walls. It doesn't have to be perfectly symmetrical,
in fact, a short and a long wall can be a good strategy to make Eddie
break into his own wall. See Penalties.
Tip: There
will always be players who show off and can build their wall faster
than the anyone else. Ignore them.
Pluck
for Eddie
To
take a bone from the wall is to Pluck a Bone. Once the wall is finished,
the next step is to determine who will be Eddie by plucking a bone from
the wall. The procedure is as follows:
Each
player plucks a bone at random. You cannot pluck from your own wall.
Note:
When you Pluck for Eddie, you only need to see the bone and then replace
it.
The
highest plucked bone is Eddie.
If
you pluck a major bone, you must pluck again until you get a numbered
(minor) bone.
If
two players pluck the same number, they pluck again until Eddie is determined.
To
Eddie's direct left is Sammy. Then Wally, and, finally, Normie. This
is the direction of play.
Break
the Wall
All
players must fill their racks with thirteen bones. The sequence begins
with Eddie Breaking the Wall. Eddie does this by plucking two stacks
from the wall (four bones).
Eddie
cannot pluck from his own wall! In fact, Eddie must not break into his
wall during this first bones-gathering process. Should he do so, he
must pay the penalty at the end of the game.
Pluck
Bones
Sammy
then plucks four bones clockwise from where Eddie plucked, ie, to the
right of the break in the wall. Then Wally and Normie do the same. Eddie,
Sammy, Wally and Normie then repeat the sequence twice more, so that
twelve bones in all have been plucked by each player. Then Eddie plucks
'Eddie's One'. Then Sammy, Wally, Normie do the same.
The
break in the wall is significant. The game play requires that bones
are plucked in a clockwise direction around the wall, however, bones
are also plucked off 'The Loose', which are the bones directly counter-clockwise
of the break.
Sort
Bones
Experience
players have their own way of sorting their bones. The basic (and common
sense) procedure is to sort your bones into suits of ricks, sticks and
balls. Major bones at one end, breezes at the other. It's up to the
individual.
Pretties.
If you pluck a pretty bone, it must be declared. Place the pretty face
out on the outside of your tray for everyone to see. Then pluck a bone
from the loose.
All-Of.
As you sort the bones in front of you, you may find that you have several
pairs. This is a misnomer, as a 'pair' in bones is three of the same
tile. If, however, you have all four of the same tile, you have All-Of.
Having four of the same tile means that you could never tie up, the
pre-requisite being that you tie up with 14 bones, 4 pairs and a double-up
being the minimum. This would be impossible with one 'pair' of four
bones. Therefore you must declare your All-Of but it must REMAIN CONCEALED
until the end of the game. Place your All-Of FACE DOWN at the front
of the tray and pluck a bone off the loose.
First
Pretty. If, at this point, there are NO PRETTIES declared, all players
are eligible for a bonus if they pluck the First Pretty. See Bonus Points
under Scoring.
Playing
The
bones have been sorted, pretties are showing, All-Ofs concealed, plucks
off The Loose have ceased and everyone has thirteen bones (All-Of counts
as three).
Tip: Count
your bones NOW!
Eddie
then plucks his Working Bone and play commences as follows:
Eddie
discards a bone by placing it in the centre and calling out its name.
Note:
From this point, all discarded bones are fair game and all players must
attempt to get their turn over and done with as quickly as possible.
Sammy
plucks a bone and discards a bone, calling its name.
Wally
does the same, then Normie, if he's playing.
Tip: You
may pluck your working bone first, then discard, or vice versa.
The
aim now is to pluck bones from the wall or the discard pile and build
up your hand.
Big Tip!
Make your decision early in the game, like now, as to the kind of hand
you are aiming for. Be disciplined, and try not to change your mind
halfway through.
The
Game
Several
things will happen during the course of this plucking and discarding.
You
pluck a pretty bone. Place it face out on the outer side of your tray
for everyone to see and pluck a replacement off The Loose.
You
pluck the First Pretty. If no Pretty has been plucked from the wall
by any player, a bonus of 10 a bit (see Bonuses) applies to the first
player to pluck a Pretty, including Eddie's first working bone.
You
pluck a fourth bone in a pair and get All-Of. Place all four bones FACE
DOWN on the outer tray and pluck a replacement off The Loose.
Tip:
To avoid abuse, and keep the game moving, discard your discard bone
before you pluck from The Loose. While the others are playing, declare
your pretty or All-Of and sort your bones. It is acceptable play to
pluck from the loose when it is not your turn, provided that you do
not interfere with the player who is having their turn.
Someone
discards a bone and you want it. Immediately you hear the name of your
bone, call out "YES! <name of bone>". This will invariably
interrupt the direction of play.
After
declaring that you want the bone, pick it up from the pile of discarded
bones and place it, face out on the outer tray, with the other two bones.
If
you have three bones and the discarded bone makes four, pluck one off
The Loose.
"In
other words, if you pounced on a Jimmy Rick ("yes Jimmy!")
and you have no use for the Box of Shit in front of you, discard the
box of shit ("Box of Shit for it!").
Pluck
a bone if you haven't already done so.
Discarding
your bone indicates that you turn is over and play re-commences from
the breeze to the left.
Tip: During
the course of the game, count your bones. You must have thirteen. All-Of
counts as three bones.
Open
and Concealed Pairs
As
you play, you build your hand in front of you, making sure that no-one
can see your bones. If you call for a bone that another breeze discards,
you obviously can't keep it a secret that you have a pair, so you place
your pair face out for everyone to see. These are Open pairs.
If
you pluck from the wall or The Loose to make a pair, it is a Concealed
pair, because no-one knows what you have plucked. Concealed bones are
worth more than Open bones.
There
is a bonus for a winning hand that is concealed. See Scoring.
Winning
Hands and the Do Bone
To
declare a winning hand is to have 14 bones in front of you that make
up a legitimate Pussers Bones hand. The 14th bone (the Do bone, because
it'll 'do') can be plucked from the wall, picked up from the discards
or plucked off The Loose.
Note: If
you pluck the Do bone off the loose, it's worth an extra double. If
the Do bone is the last bone in the wall, it's an extra double (but
not both).
The
following hands are legitimate Pussers Bones hands:
Pairs,
or Minors. The 3 suits - Sticks, Ricks, Balls. A winning
combination will be four pairs (three or four of the same bone) and
a double-up (two of the same bone) on the same suit (known as a Pure
Hand). Any combination of Winds and Dragons can be included, but care
must be taken to ensure the score adds up to a minimum of 50 with AT
LEAST one double (aside from the double for tying up). A Pure Hand is
safe because it three doubles. See Scoring.
Tip: Eddie
can tie up on shit (minors and a double-up of winds or dragons which
scores under 50 points) because he gets an automatic double for being
Eddie and an automatic double for tying up.
Majors.
Pairs of Major bones and a double-up on a Major bone to make the 14th
bone. This includes Winds, Dragons, 1s and 9s.
Moon.
One of each Major bone and a double-up on any Major bone to make
up the 14th bone.
1's
and 9's. Four pairs of 1s and 9s of any suit. Double up on
any 1 or 9 of any suit to make up the 14th Bone.
Winds
and Dragons. Four pairs of Winds (Breezes) and/or Dragons.
Double-up on any Wind or Dragon
Big
Lizard. One of each tile of Sticks, Ricks or Balls, and one
of each Breeze with a double-up of your own Breeze. For example, a 1,
2, 3, 4, 5, 6, 7, 8, 9 Rick, a Normie, Eddie, Sammy and a Wally and
another of your own breeze to make 14 bones.
Little
Lizard. The same as a Big Lizard but a double-up on one of
the other breezes.
Note: Don't
confuse a Double-up with a Double. A Double-up is simply two of the
same bone, used for the purposes of tying up. A Double is what happens
to your score should you have the right bones, such as Dragons. See
Doubles under Scoring.
Bonus
Bones
Squints
- A set of 4 Pretties.
Double
Squints -
All-Of the Pretties.
Tying
Up
In
Pussers Bones, you must score 50 or more and have at least one double
to tie up on a winning hand. To Tie Up means that you either plucked
the Do bone from the wall, picked up from the discards or plucked off
The Loose to get the 14th bone to make a winning hand.
Note: You
must call "Do Bone!" before the next player discards, otherwise
you are too late.
On
hearing the call "Do Bone!", all other players toss their
bones into the centre. This signifies that there is no turning back
from the declaration, because there's no way the other players can reclaim
their bones to continue playing for a legitimate winner.
Next
Game
When
Do Bone is called, the game ends. If Eddie wins the game, he stays Eddie.
If another breeze wins, Eddie rotates clockwise for the next game. The
game is also over when the last bone leaves the wall. In this case,
Eddie stays Eddie. A Round is completed when Eddie goes full circle.
Scoring
A declaration
of Do means that the winning hand is a legitimate hand. In addition,
the score adds up to more than 50 and there is at least one double.
The winner deducts the points from the other players (each losing player
gives 'a bit' to the winner) and adds the total to their column.
Tip: Elect
one player to be the scorer. This is usually the loudest and most obnoxious
player. There is no explanation for this trend, it just is.
Using
the tables below, calculate the score for a winning hand as follows:
Add up your points.
Your
Score = Your Points x 2, plus
Determine
how many doubles you have in your hand
Then
double your score as many times as you have doubles in your Tied Up
Hand.
Round
off your score to the nearest 100.
Divide
your score by 100. The result is the number of cents payable by each
losing player.
Deduct
the amount from the other players and add it to your own.
Deduct
any Bonus points from the other players and add them to your own.
Note: First
Pretty should be awarded at the time it is plucked.
Fixed
Scores
There
are many winning combinations that don't need to be added up as they
have a fixed score. These hands are as follows:
| Moon
|
50
a bit |
| 1's
and 9's |
50
a bit |
| Winds
and Dragons |
50
a bit |
| Big
Lizard |
30
a bit |
| Little
Lizard |
20
a bit |
Penalties
| Shit
Tie up (score less than 50 or mistakenly call Do Bone)
|
50
a bit |
| Eddie
breaks into his own wall. Apply this penalty at the time of the
offence. |
50
a bit. |
Bonus
Points
| Squints
|
20
a bit |
| Double
Squints |
50
a bit |
| First
Pretty. Awarded when it is plucked. |
10
a bit. To be eligible for the First Pretty bonus, it must be plucked
from the wall (from the break or from the loose) ON OR AFTER EDDIE's
ONE. |
Points
| Tie
up |
20
|
| 3
Minor Open |
2
|
| 3
Major Open |
4
|
| 3
Minor Concealed |
4
|
| 3
Major Concealed |
8
|
| 4
Minor Open |
8
|
| 4
Major Open |
16
|
| 4
Minor Concealed |
16
|
| 4
Major Concealed |
32
|
| Each
Pretty |
4
|
| Pair
of own wind |
2
|
| Pair
of Dragons |
2
|
| Pluck
the last bone to tie up |
2
|
Doubles
| Tie
up |
1
double |
| Eddie
Tie up |
1
double |
| Your
have your own breeze |
1
double |
| Dragons
|
1
double |
| You
have your own Seasons Pretty |
1
double |
| You
have your own Flower Pretty |
1
double |
| Do
bone is plucked off The Loose or it is the Last Bone (one or the
other you cant have both) |
1
double |
| Pure
hand |
3
doubles (but you don't get the double for tying up) |
| Concealed
Hand |
3
doubles (but you don't get the double for tying up) |
Game
Playing Hints and Techniques
"A
fast game is a quick game"
(Bear Linton, circa 1975, HMAS Ibis) As
the bones are flying around, it is difficult to keep count of how many
have been thrown out. This may be critical for your game play, particularly
if you are going for a Moon or a Lizard. Also important is whether there
are enough of a particular minor bone left to make it worth hanging
on to the one in your hand. One technique is to lay the bone on its
side if one gets thrown out by another player, and turn it upside down
if two get discarded. At least you can see from a glance that this bone
may not be worth keeping.
If
someone gets All-Of, it may not have ruined your chance of a Moon or
a Lizard. However, if that same player has a pair of sticks out front
and you are shooting for a stick Lizard, you may as well Bone Hold.
Eddie
can tie up on shit. It may be worth just one or two a bit, but if you
are Eddie, you have a better chance of staying Eddie and waiting for
a good first pluck by employing this advantage.
If
you are shooting for a Moon and someone ditches all the red bones, now's
the time to Bone Hold. But be careful! Towards the end of the game,
almost all of your bones will be HOT BONES! It may have been a good
idea earlier in the game to get rid of potential Hot Bones.
Make
your gameplay decision as early in the game as possible. If you pluck
substantially more Ricks than any other bone, go for a hand of Ricks
or a Rick Lizard. If you have a handful of Major Bones on their own,
go for a moon. A hand with a couple of Dragons, a couple of Breezes
and a couple of 1s and 9s is a Major Bones tie-up in the making!
Discard
Major bones as early in the game as possible if there's no chance that
you need them. This will make the opposition's chances of a Moon or
Major Bones a little more difficult to obtain, but isn't that why they
are the opposition?
Every
now and then, add the scores up and make sure that it equals Zero.
Periodically,
count you bones. You must have thirteen in front of you (All-Of counts
as three).
Bones
Etiquette
Pussers
Bones is played fast. The faster the better. It is good etiquette to
avoid holding up play as you pluck from the loose after scoring a pretty.
Discard a bone first, then pluck from the loose.
Take
turns at building someone else's wall while they go to the heads.
After
building your part of the wall, help the other players by stacking the
bones.
Organise
a time to rule off the score sheet. For example, on the completion of
the first full round after midnight, call the score and see if everyone
wants to continue.
If
you find yourself short a bone, pluck one from off the loose as well
as your working bone when it is your turn. If you have one too many,
discard on your turn but don't pluck. Etiquette requires that you mumble
some form of excuse when you find your bones count is awry.
It
is POOR ETIQUETTE to tell everyone to "hang on" while you
fix your bone count upon discovering that you have one too many/too
few bones. It is also suicide to make good your bone count halfway through
the last wall. Better just shut up and wait until the end of the game.
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