Mexican Train in one page
2–8 players · double-twelve set · a marker per player + 1
Using a double-twelve set, each player draws a hand (15 tiles with up to 4 players), and the 12-12 goes in the center as the engine. On your turn you add one matching tile to your own train, the shared Mexican Train, or any train with a marker on it. If you can't play, draw one tile. If that doesn't fit either, put a marker on your train. When someone plays their last tile, everyone else scores the pips left in hand as penalty points, and after 13 rounds (12-12 down to 0-0) the lowest total wins.
In brief
- Engine: 12-12 in round 1, down to 0-0 in round 13
- Tiles each: 2–4 players 15 · 5–6 players 12 · 7–8 players 10
- Opening turn: start your own train from the engine
- Then play 1 tile: your train, Mexican Train, or a marked train
- Mexican Train can start from turn 2 on; open to all
- Can't play: draw 1; still stuck, marker on your train
- Play on your own train to remove your marker
- Double: play a second tile; double must be covered first
- You may go out on a double
- Round ends: someone goes out or the game blocks
- Pips left in hand = penalty points; lowest total wins
Setup
- Take the 12-12 out of the set and place it in the center of the table (or in the hub). This is the engine for round one. In round two the engine is the 11-11, then 10-10, and so on down to the 0-0 in round 13.
- Shuffle the rest of the tiles face down. Each player draws a hand: 15 tiles each with 2 to 4 players, 12 each with 5 or 6, and 10 each with 7 or 8. The tiles left over form the boneyard.
- Give each player a marker, and set one extra marker aside for the Mexican Train. Each player's own train will run from the engine toward their seat.
- In the first round, the player holding the 12-12 places it and takes the first turn, and play goes clockwise. If nobody holds the round's engine double, players draw from the boneyard in turn until someone finds it.
On your turn
- Opening turn: going around once, each player starts their own train by playing a tile that matches the engine. In pagat.com's rules you may keep adding matching tiles to your own train on this first turn. If you can't start your train, don't draw; just place your marker at your spot.
- On later turns, play exactly one tile. It can go on the end of your own train, on the Mexican Train, or on another player's train if that train has a marker on it.
- The Mexican Train can be started by any player from the second turn onward, with a tile that matches the engine. Put the extra marker on it; it is always open to everyone.
- If you can't play, draw one tile from the boneyard. If it fits, you may play it right away. If it doesn't, pass and put your marker on your own train, which opens it to everyone.
- When you play on your own train again, remove your marker. Your train is private once more.
- If you play a double, you must play a second tile. The double has to be satisfied (have a tile played on it) before anyone plays anywhere else. If you can't satisfy it, draw one tile; if that doesn't help, put your marker on your train and the next player must satisfy the double.
- When you are down to one tile, tap the table or say so, as many groups require (the "uno" rule on mexicantrain.com).
Scoring
| Going out (no tiles left) | 0 |
| Each pip left in hand | 1 penalty point |
| Double-blank (0-0) left in hand | 0 in standard rules |
| Round 1 engine | 12-12 |
| Round 13 engine | 0-0 |
| Game length | 13 rounds |
Winning
After all 13 rounds, the player with the lowest total score wins. If you are short on time, agree before you start to play fewer rounds (mexicantrain.com's beginner rules use three) and still award the win to the lowest total. Ties are shared unless your group agrees on a tiebreak, such as the most rounds gone out.
gamesrulesexplained.com/mexican-train/ · rules checked September 2026