Dominoes scoring, blocked games, and the tie rule

Everything you are still holding is a point for somebody else. Here is exactly how the arithmetic works, including the two situations most house rules leave undefined.

Scoring in Block and Draw dominoes rests on one idea: pips are a liability. The number printed on a tile is not something you collect, it is something you are trying not to be caught with. A round ends, everyone turns their remaining tiles face up, and the winner takes the total.

Counting a hand

A tile is worth the sum of its two halves. A [6|4] is ten points. A [3|3] is six. A [0|0] is worth nothing at all, which makes the double-blank the single most valuable tile to be left holding and one of the more awkward to get rid of, since it only ever joins a blank.

The whole double-six set totals 168 pips. Each number appears eight times across the twenty-eight tiles, once on each of seven tiles plus a second time on its own double, so the total is 8 × (0+1+2+3+4+5+6). Worth knowing because it tells you roughly what a typical seven-tile hand is worth: about 42 points, and anything much above that is a heavy hand you should start unloading immediately.

Winning a round by going out

If you play your last tile, the round ends at once and you score the sum of every pip left in your opponents' hands. In a two-player game, if your opponent is holding a [6|5], a [4|1] and a [2|0], you score 11 + 5 + 2 = 18.

Note that you score their pips, not your own; your hand is empty, which is the point. This is why a race to go out is usually the right instinct once your hand is down to two or three tiles, even at the cost of a slightly worse board position.

Winning a blocked round

When nobody can move and no draw is available, the round is blocked. Everyone still has tiles, so nobody went out, and the round goes to whoever is holding the fewest pips. That player scores the total of all the other hands, exactly as if they had gone out.

For example: the board blocks, you hold 9 pips, your opponent holds 14. You win the round and score 14. Your own 9 points do not count against you, but they also do not count for you. Some house rules score the difference instead, awarding you 5. We use the winner-takes-the-other-hands convention, which is the more common of the two and keeps blocked rounds scoring on the same scale as rounds someone actually won.

The tie rule

Two hands can come to the same pip total in a blocked round, and most rule sheets simply do not say what happens. Some award the round to whoever played last, some to whoever led, some split the points. All of those are defensible and all of them feel arbitrary in the moment.

This app scores nothing on an exact tie and deals the round again. Neither score moves, the round number does not advance, and a fresh hand is dealt. It is the one outcome nobody can argue was unfair, and because the shuffle is seeded, the redeal is reproducible like every other deal.

Winning the match

Rounds accumulate until somebody reaches the target score. One hundred is the traditional target and our default; the play screen also offers fifty for a quick game and a hundred and fifty for a long one. The moment a player's total reaches or passes the target, the match is over. There is no requirement to win by a margin and no final-round formality.

Because a single round can be worth thirty or forty points, a match to one hundred is genuinely open until late. Being sixty behind is recoverable in two good rounds, which is part of why dominoes holds up as a series rather than a one-off.

What we deliberately do not score

Several popular dominoes families score during play rather than at the end of a round. In All Fives (also called Muggins) you score whenever the open ends sum to a multiple of five. Fives and Threes scores multiples of either. These are excellent games and they are not what this app plays: they change the strategy completely, because you are chasing end totals rather than managing your hand.

Adding them would mean a different scoring engine and a different opponent, so they are not treated as a setting here. Block and Draw share one scoring model, and everything on this page applies identically to both. If you came looking for All Fives rules, this is not the right page, and we would rather say so than half-implement it.

Rounding

Some scoring conventions round each round's total to the nearest five to keep the arithmetic quick on paper. We do not round: the score is the exact pip count, since the computer is doing the addition anyway and exact numbers make a match easier to follow.

The mechanics of each variant are on the Block rules and Draw rules pages, and the strategy guide covers how to use these numbers while you play rather than after.

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