I was worried about that w/ the bushes seeming to be impassable. Obstacles may actually be an interesting mechanic to tease out.
I've since added a modal dialog that I can use to give rules at the start of a game for now, and it'll show your victory score when it detects you've completed a level. I'm not sure if I'll have time to determine if you're out of moves or not - the codebase wasn't built in such a way that it'd be easy to cycle through the board and find available places for dominoes to be dropped. I'll have to nail that in a future refactor.
The modal will give you a quit confirm (unless you actually X out the window) as well.
@ssjx, do you have a quick tip on how to take a screenshot? Is it just a simple bsave?
@Lachie, it actually appears there's a bug that would allow you to play any tile snug up against the edge. Looks like just a simple logic error where I had a hole in my "CheckDomino()" function - it's a falsifying check, so it'll return TRUE unless any of the myriad IF statements return FALSE first. Will fix in a minute.
For a .3 release I'd like to get high score saving so we know if we're actually improving our scores. I just played seed 1000 again (turns out it's actually one of the really fun seeds to play) and managed to score the double 3, 4, and 5! I may try to find more productive seeds now, as 57 may be the best I can do in here for a while.