Dominoes
Dominoes is played with 28 tiles carrying every pair of numbers from blank to six. The highest double anybody holds opens the game; after that you match one of the layout's open ends, drawing from the boneyard whenever you cannot. The first player to lay their last tile wins, and a blocked game goes to the lowest pip count. Switch on All Fives and the open ends pay you whenever they total a multiple of five.
The table is empty. The highest double opens.
North is thinking…
Tap a tile that matches an open end — only those are enabled. A tile that fits one end goes straight down; one that fits several waits while you tap the end you want, and Esc puts it back. With nothing to play, Draw takes from the boneyard, and when that is empty the same button becomes Pass. The three-dot menu holds the table size and the choice between All Fives and plain block scoring.
Your statistics · 2-fives
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
A deal counts as a win when you are the first to lay your last tile, or when a blocked deal leaves you holding the fewest pips. Best score is your biggest single deal. Kept per table size and scoring rule, in this browser only.
Keyboard
- Tab
- Move through your tiles and the ends
- Enter
- Pick up the tile, or lay it on the end
- Esc
- Put the tile you picked up back
- D
- Draw, or pass when the boneyard is empty
- H
- Hint — the tile the opponents would lay
- N
- New deal
- F
- Full screen
- Set
- 28 tiles, 168 pips
- Two-hand deal
- 7 each, 14 in the boneyard
- Three or four
- 5 each
- Spinner
- Up to four open ends
How do you play dominoes?
Everybody draws a hand from the shuffled set and the player holding the highest double lays it down. From then on a turn is one tile: pick something from your hand that carries a number showing at one of the layout's open ends, and lay it against that end so the matching halves touch. If nothing in your hand fits, you draw from the boneyard — one tile at a time, and you keep drawing until something fits or the boneyard runs dry. Only then do you pass. The first player to lay their last tile takes the game.
The rule people most often play wrong is the one about drawing: a hand that holds a legal tile has to play it. You may not fish in the boneyard to improve a playable hand. On this board that rule is enforced rather than trusted — the Draw button is dead while any tile in your hand fits, and the engine refuses the move even if you find another way to ask for it.
What is a spinner, and how many open ends can there be?
A double is never laid lengthwise. It goes down crosswise, sideways across the line, and that has two consequences most casual implementations miss. First, both of its halves are exposed, so a double sitting at an end counts twice — a four-four at the end of the line shows 8, not 4. Second, the very first double played becomes the spinner: the line runs through it, and its two halves stick out either side, so the layout can eventually grow in four directions instead of two.
The branches off the spinner do not open immediately. The line has to be built past both sides of the spinner first; until then the spinner's two halves are pips that count but cannot be played on. That is also why a six-six opening reads 12 and not 24: the sides of the spinner that the line attaches to show no pips at all, so there is nothing there to count beyond the two halves.
| Play | Layout | Open ends | Total | Scores |
|---|---|---|---|---|
| Six-six opens | 6-6 crosswise | two bare sixes | 12 | — |
| Six-four right | 6-6 · 6-4 | 6, 6, 4 | 16 | — |
| Four-four right | 6-6 · 6-4 · 4-4 | 6, 6, 4+4 | 20 | 20 |
| Six-five left | 6-5 · 6-6 · 6-4 · 4-4 | 5, 6, 6, 4+4 | 25 | 25 |
| Five-five left | 5-5 · 6-5 · 6-6 · 6-4 · 4-4 | 5+5, 6, 6, 4+4 | 30 | 30 |
Five tiles, 75 points. Note that the spinner's two sixes keep paying the whole way down that table — nothing has been laid on them — while both line ends are built on twice. Until a double appears at all there is no spinner, only two plain ends, and the layout can never show more than 12.
How does All Fives scoring work?
All Fives — often called Muggins — is the variant most American players actually play, and it is one extra rule: every time your play leaves the open ends totalling a multiple of five, you score that total. A double-five opening is worth 10 straight away. A layout reading 23 is worth nothing; turn one of its fives into a two and the same layout is worth 20 to whoever did it.
This is where the geometry stops being pedantry and starts being the game. With two ends the most the layout can show is 12, so the reachable scores are 5 and 10. With a spinner and four ends, 15, 20, 25 and 30 come into range — and the counts move in jumps, because a double swaps a single number for twice that number in one move. A four-four laid on a 4 does not add 4 to the count; it adds another 4 on top of the one that was already there.
At the end of the hand the winner also takes what everybody else is still holding, less whatever is left in their own hand, rounded to the nearest five: 22 pips becomes 20, 23 becomes 25. Real matches are played to 150 or 250 points over many hands. This board scores one hand at a time and shows the running totals for every seat, so you can see who was ahead on points even when somebody else went out.
What happens when nobody can play?
When the boneyard is empty and a player has nothing that fits, they pass. If every player passes in turn, the hand is blocked: no tile anybody holds can go anywhere, so the hand is settled on pips instead. The lowest total wins it and scores the difference between their hand and everybody else's. If two hands tie on the lowest total, nobody takes it and nobody scores.
Blocked hands are the exception rather than the rule, which is worth knowing because it changes how much your pip count is worth defending. Played out two-handed by the opponents on this board, about one deal in ten ends blocked under plain block scoring, and nearer one in sixteen once All Fives is on; the rest end with somebody laying their last tile. That is why hoarding low tiles to survive a block usually costs more than it saves.
How many tiles do you draw at the start?
| Players | Tiles each | Left in the boneyard |
|---|---|---|
| 2 | 7 | 14 |
| 3 | 5 | 13 |
| 4 | 5 | 8 |
Two-handed, the boneyard is as big as the two hands together, so a bad opening hand is recoverable: a run of draws can more than double the seven you were dealt before the reserve is gone. At four seats there are only eight tiles in reserve and a hand can never pass 13, so there is far less room to draw your way out of a bad start — a four-handed deal ends blocked more often than a three-handed one, and the hand you were dealt is much closer to the hand you have to win with.
About 9.8% of seven-tile hands contain no double at all — roughly one hand in ten. For nobody at a two-handed table to hold one is far rarer: it happens in exactly one deal in 345, and that is the only time the highest-double rule cannot be used. When it happens the heaviest tile opens instead, weight being the pip total with the larger half breaking a tie.
How do you get better at dominoes?
- Count the sevensEvery number sits on exactly seven tiles of the set. Once you can see five of the sixes — in your hand and on the table — only two are unaccounted for, so leaving a six showing is close to a lock. This one count is the whole of domino card-counting.
- Make both ends the same numberIf you can leave both open ends showing a number you are long in, your opponent has to find one of the few remaining tiles carrying it or draw. Two ends of the same number is one of the strongest ordinary positions in the two-handed game, and it is usually worth giving up a small score to reach.
- Get your doubles down earlyA double fits one number and one number only, so it is the tile most likely to be stranded in your hand when the ends move away from it. Lay it the first time it is legal unless holding it wins you something concrete, and remember that a double left in your hand counts both its halves against you — a six-six is twelve points to whoever takes the hand.
- Read what a draw tells youWhen an opponent draws, they have just told the table they held nothing matching either open end at that moment. That is free information and it stays true until they take a tile from the boneyard. Steering the ends back to a number they failed once is the cheapest pressure in the game.
- In All Fives, look at the reply before the scoreTaking 10 is worth nothing if it leaves the ends sitting at 15 for the next player with half the set able to reach it. Before you claim a five, check what the layout would then pay somebody else — the board's hint does exactly this arithmetic over every tile it has not seen.
- Weigh a block honestlyAt most about one two-handed deal in ten ends blocked, and fewer still once All Fives is counting, so playing to protect your pip count is usually playing for the rarer outcome. Shed heavy tiles when they are otherwise equal, not at the cost of leaving yourself no answer next turn.
Dominoes questions people ask
- How many tiles are in a set of dominoes?
- A double-six set has 28 tiles: every unordered pair from blank-blank to six-six, including seven doubles. They carry 168 pips between them, and every number from 0 to 6 appears on exactly seven tiles.
- Who plays first in dominoes?
- Whoever holds the highest double, and they have to play it. In the one deal in 345 where nobody at a two-handed table was dealt a double, the heaviest tile opens instead — pip total first, larger half as the tie-break.
- Does a double count as one end or two?
- Two. A double is laid crosswise and both of its halves are exposed, so a four-four at the end of the line counts 8. The one place that is not true is the spinner's line sides, which show no pips at all — a six-six opening reads 12, not 24.
- Can you draw from the boneyard when you already have a playable tile?
- No. A hand that holds a legal tile must play it; drawing is only for a hand with nothing that fits. This board enforces it rather than relying on you: the Draw button is disabled while anything in your hand can go down.
- What happens if the game gets blocked?
- The lowest pip count wins the hand and scores the difference against every other hand. If two players tie on the lowest count, nobody wins the hand and nobody scores. Roughly one two-handed deal in ten ends this way under plain block scoring, and about one in sixteen in All Fives.
- How good are the computer opponents?
- Good enough to be worth beating. They count how many tiles of each number are still unseen, remember the numbers you failed to answer, and steer the ends towards what you cannot follow. Against an opponent that simply lays a legal tile at random they take about two two-handed deals in three.
The rules in six lines
- 1Shuffle and draw your handTurn the 28 tiles face down and mix them. Two players take seven tiles each; three or four take five each. Whatever is left is the boneyard, and it is never reshuffled.
- 2The highest double opensWhoever was dealt the highest double has to lay it, and it becomes the spinner. If nobody holds a double at all, the heaviest tile opens instead — the highest pip total, with the larger half breaking a tie.
- 3Match an open endOn your turn, lay a tile so that one of its halves touches an open end showing the same number. The tile's other half becomes the new open end there.
- 4Doubles go down crosswiseA double is laid sideways across the line and both of its halves count as open pips. The first double played is the spinner: once the line runs past both of its sides, its two halves become ends you can build on, giving the layout four open ends.
- 5Draw only when nothing fitsIf no tile in your hand matches an open end, draw from the boneyard and keep drawing until one does. You may not draw to improve a hand that already has a legal play.
- 6Pass when the boneyard is emptyWith nothing to play and nothing left to draw, your turn passes. If every player passes in succession, the hand is blocked and the lowest pip count takes it.
- 7Score the handThe first player to lay their last tile wins and scores the pips left in every other hand. In All Fives, add whatever the open ends paid during the hand, and round the end-of-hand award to the nearest five.
The long version, with worked examples and the questions beginners actually ask, is on how to play dominoes.
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