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Dominoes Rules: The Draw Game to 100

How to play Draw dominoes with a double-six set: dealing, the first double, matching ends, the boneyard, blocked hands, scoring pips and strategy for 2-4.

By the DailyGameClub teamUpdated 5 min read

Dominoes covers dozens of games played with the same 28 tiles. The one most tables know, and the one Dominoes plays, is the Draw game: match an end of the line, draw from the boneyard when you cannot, go out to win the hand, and play a match to 100 points. It is easy to learn and surprisingly tactical, because the tiles you hold are the tiles your opponents cannot have, and a blocked end is a weapon.

The set

A double-six set has 28 tiles, each with two ends showing 0 to 6 pips. Every combination appears once, including the seven doubles (0-0 to 6-6). Each number appears on eight tiles (seven plus the double, which shows it twice). That last fact is the basis of all dominoes counting.

The rules

  1. Deal: seven tiles each with two players, five each with three or four. The rest form the boneyard, face down.
  2. The first tile: the player holding the highest double leads it. (If nobody holds a double, the heaviest tile starts.)
  3. A turn: add one tile to either end of the line so that the touching halves match. Doubles are placed across the line but behave like any tile: only their own number can be played on them.
  4. Cannot play? Draw from the boneyard until you can. When the boneyard is empty, pass.
  5. Going out: the first player to play their last tile wins the hand and scores the total pips left in the other players' hands.
  6. Blocked hand: if nobody can play and the boneyard is empty, the hand is blocked. The player with the fewest pips in hand wins it and scores the difference between their count and each other player's.
  7. The match: the first player to reach 100 points (or 50 in the settings) wins.

Prefer no drawing? Choose the Block game in the settings: the spare tiles sleep face down and a player who cannot play simply passes, which makes counting tiles even more important.

Strategy 1: play heavy tiles early

Whatever you hold when a hand ends counts against you. The 6-6 is twelve points of risk; the 0-1 is one. Get the heavy tiles out while the line still offers places for them, and keep light tiles for the end. The exception is a heavy tile that is your only tile of a number you may need later; weigh the two.

Strategy 2: keep your options open

A hand with tiles of many different numbers can follow almost any end. A hand of four fives will be stuck the moment both ends show something else. When you have a choice of plays, prefer the one that leaves you a spread of numbers, and avoid playing the last tile you hold of a number unless it gets you closer to going out.

Strategy 3: count the numbers

Each number appears on eight tiles. Count how many of a number are on the table and in your hand; the rest are in the boneyard or in the other hands. If seven sixes are visible and you hold the eighth, nobody else can play on a six: setting both ends to six blocks every opponent and forces them to draw while you play on. This is the heart of dominoes: control the ends.

Blocking an end

Six tiles with a four are on the table and you hold the 4-4 and the 4-1. Only one more four exists, somewhere. If you play the 4-1 with the four outward, there is at most one tile in the world that can be played on that end, and you hold the other four (the 4-4) for later. Your opponents will probably have to draw on that side, filling their hands with pips, while you play your light tiles on the other end.

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Strategy 4: watch what others cannot play

When a player draws or passes with a certain number at an end, they have none of that number. Remember it. Later, when you can set that number at an end again, you know that player is stuck. With three or four players this information builds quickly, and the Hard robot uses it against you, so give away as little as you can: when you must draw, play the first playable tile without hesitation rather than drawing several and revealing how short you are.

Doubles

Doubles are awkward: they can be played only on their own number and do not change the end. Play them when their number is at an end and you have another tile of that number to follow with; a double stuck in your hand at the end of a hand is heavy (the 5-5 is ten points). Leading with a double at the start is compulsory for the highest double holder, which is why you should not mind being dealt the 6-6: it goes first.

Common mistakes

  1. Keeping heavy tiles for later. Later may not come.
  2. Playing your only tile of a number. You may need it to follow.
  3. Ignoring the count. Eight of each number: the whole game is in that fact.
  4. Forgetting what other players passed on. Their voids are your blocks.
  5. Drawing more than you must. Stop as soon as you can play.

Glossary

  • Boneyard: the face-down tiles you draw from.
  • Pips: the dots on a tile; the hand's total at the end counts against you.
  • Double: a tile with the same number at both ends.
  • Blocked hand: nobody can play and the boneyard is empty; the lightest hand wins.
  • Going out: playing your last tile.

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Questions and answers

How many tiles does each player get?

Seven with two players, five with three or four. The rest form the boneyard, and the highest double leads the first hand.

What if I cannot play a domino?

Draw from the boneyard until you can. When the boneyard is empty, pass. If every player passes in turn, the hand is blocked and the lightest hand wins it.

How is a hand of dominoes scored?

The player who goes out scores all the pips left in the other hands. In a blocked hand the lowest hand scores the difference from each other hand. The first to 100 points (or 50) wins the match.

Can a double be played anywhere?

No. A double can only be played on an end showing its own number, and only that number can be played on it.

Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.

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