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PLAY EXAMPLES: 1. A Typical Play
that closes one circle, worth an extra 16 points, would show the following in a circle of any color: 0|0, 0|2, 2|4, 4|1, 1|1,
1|2, 2|2, 02|3, Z|Z (Zinga™/Zinga™), 3|3, 3|0, 0|4, 4|4, 4|3, 3|1 AND THE COMPLETING TILE would be 1|0, which connects to
the 0|0 that is in the bridging space.
2. A Complex Play wherein a Zinga™ is used in a bridging/connector space:
If the bridging/connector space is open on the right circle, and the adjacent space in the next circle is a 3|3 (Double) AND
the spaces on either side of the connector space are open or match the 3, then a player may use a Zinga™ wild tile to serve
as a 3|3 Double. However, the Zinga™ must hold its named value when you connect to it. If you use a Zinga™ to be a 3|3, then
a subsequent player must connect to your Zinga™ with a 3 end. If a 3-end is already in place next to a connector square in
the right circle and there is no tile in the adjacent left circle’s Zinga™/Double connector square, then a Zinga™ played on
the Zinga™/ Double connector square absorbs the 3-value and becomes 3|3 (as it must be a double to occupy that spot.)
3. A Blocking Play would occur if there were a 2|2 played in the adjacent right Zinga™/Double square AND a 3-end in the left
square adjacent to the desired placement, the Zinga™ is blocked and cannot be placed in that square. Blocking is an important
strategy in the game, especially to prevent closure of a circle (to avoid your opponent getting an extra 16 points) and to
prevent your opponent from playing out all his or her tiles to end the round.
© Dahmane Dahmani, Yanni Dahmani 2004
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