Yes, this is a Triominos clone, but is better because:
- There are more pieces because I am treating ordering as distinct I.e., “5-4-1” and “5-1-4” are distinct pieces.
- It goes to 6! The range is 1 through 6, rather than the boring 0 through 5. Higher scores!
- Okay, yes, you can print the “0” pieces too, if you want. They're included.
I could look up the Triominos rules and regurgitate them here, but I'm going to make something up instead. The game is pronounced as “try-moes-six".
Printing Options
- For “official” Trimos6, print sets 1, 2 and 3. A total of 76 pieces.
- For near-traditional “Triominos”, print sets 1, 2 and 4. Also 76 pieces.
- For a super-large game, “Trimos6MAX”, print all five sets. A total of 119 pieces!
Printing Tips
- The STL file will print in a 250x250mm print area, but you may need to rotate the pieces to avoid an exclusion area (like I did on my Bambu X1C).
- Ensure your base-plate is evenly smooth or textured; you want to avoid being able to identify pieces by marks on the back-side. If you wanted an excuse to use a new cool-plate sticker, now's the time!
- Of course, you'll want to change filaments to a new colour at the appropriate point, or model-painting-style, apply paint to the tops of the numbers.
Totally Made-up Rules
Setup
Turn all pieces face down and shuffle. Distribute 6 random pieces to each player, all face down. Players set up their pieces so only they see the faces. Turn up one additional piece and put it in the center. Decide who goes first. Play goes clockwise. Prepare to take scoring notes.
Each turn
A player may place a piece adjoining existing pieces abutting at least one side. The 2 or 3 numbers abutting must match the existing pieces. A replacement is then taken from the face-down pile if any are remaining. Scoring is as follows:
- The base score is the sum of the numbers on the piece. E.g., a “5-4-1” piece scores 10 points.
- If the piece was placed with two edges abutting, or an edge and a point, the score is doubled. With all three edges, tripled.
- This score is added to their running score.
Instead of playing, the player may choose to pass. If so, the player may also exchange 1 or more of their pieces with pieces from the face-down pile. No score is made this turn. Re-shuffle the remaining pile.
End Game
The game ends when every player has passed in a row, even if a player has exchanged pieces and could now play with the new pieces. Otherwise, if one or more players can continue to play, they may do so, and the “passing” players may join in during their turn if possible.
Any pieces remaining in a player's hand are summed and subtracted from their running score. The player with the highest score wins the game.
Variations
- For even more players, or more fun and larger setups, print additional sets of tiles and mix them together. I suggest printing additional sets with different coloured digits so you can separate them later if you want.
- Give players more pieces.
- End the game immediately when someone places their last piece.
- End the game only when no more placement can be made.
- Play multiple games, cumulating scores. The first to 666 wins!
- For higher scores, modify the .scad file to turn all the ‘1’s into ‘7’s, or whatever.
- You could also find the official Triominos rules and use those, I guess. if you didn't print the “0-0-0” piece, give “1-1-1” the same special treatment.
- For a single player, instead find the most compact arrangement of all the tiles while following the abutment rules. You decide what “most compact” means. Give yourself whatever score you like. You win!