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Feral Worlds: Tabletop Games · Tile Games · Classic rules

Bergen

Match both ends. Score the header.

Feral Worlds

Setup

  • Players: two to four. Our practice table is you against one bot.
  • Set: one double-six set: 28 tiles.
  • Your hand: six tiles each with two or three players, five with four.
  • Boneyard: the rest, face down. The last two are never drawn.

How to play

  1. 1Lowest double leads. The player with the lowest double plays it first, and scores 2 for it. With no double out, the lowest tile leads.
  2. 2Match an end. Play a tile on either end of the line, matching the number where they touch. Doubles sit across the line.
  3. 3Double header. Leave the same number at both ends of the line, and score 2.
  4. 4Triple header. Matching ends with a double at one of them score 3.
  5. 5Can't play? Draw. Draw until something fits. With only the last two tiles left, pass.
  6. 6Out or blocked. Go out for 2. If nobody can play, the fewest pips scores 2; a tie scores nothing.

Winning

Points come from headers as you play, and from going out or a block at the end of a hand. First to 15 wins, the moment they reach it.

Scoring

What happensPoints
Double lead2
Double header: both ends the same2
Triple header: and a double at one end3
Going out2
Blocked, and you hold the fewest pips2
Within 3 of the targetHeaders at most 2
Within 2 of the targetHeaders 1

Our Classic rules: a blocked hand goes to the fewest pips, and a tie scores nothing. Some tables count doubles held instead.

Key terms

Line:
The single row of tiles, with two open ends.
Ends:
The numbers at each end of the line. Tiles join here.
Double header:
Both ends showing the same number. Worth 2.
Triple header:
Both ends the same, with a double at one of them. Worth 3.
Double:
A tile with the same number on both halves. It sits across.
Boneyard:
The face-down tiles you draw from. The last two are never drawn.
Going out:
Playing your last tile. Worth 2.
Blocked:
Nobody can play. The fewest pips scores 2.