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GamesDominoesv1.2

Dominoes

Match the ends. Read the table. Make your last tile count. Choose a familiar game or explore a branching Cross match.

Game settings · choose a variant, players and set

Settings apply when you start a new match. Values above six use numerals for clarity.

Each row is a connected arm. Its label names the starting double or opening tile. Scroll a long arm sideways to inspect it; playable end buttons stay beside it.

Your tiles

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    THE GAME GUIDE

    Dominoes

    Play Dominoes against computer opponents: Block, Draw, Cross, All Fives and larger double-nine or double-twelve sets, with rules and strategy tips.

    How to Play

    Open Game settings to choose a variant, player count and set, then press New match. You play against one to four computer opponents. All Fives games allow up to four players. Four-player Block can use partnerships: you and Computer 2 face Computers 1 and 3.

    On your turn, choose a highlighted tile in your hand, then press the button beside the end you want to match. Play the required opening double when prompted. Matching ends touch; doubles stand crossways. Blank halves have a value of zero.

    Each table row represents a connected arm. Its label identifies the opening tile or double it branches from. Scroll long arms sideways; use the table’s vertical scroll for larger Cross games. Values seven through twelve use numerals so they remain easy to read.

    If no tile fits, Draw tile or Knock becomes available according to your variant. Recent moves records what happened, and the newest played tile has a gold outline. You cannot pass while you have a legal play. All controls work with mouse, touch or Tab and Enter.

    Rules

    Sets and starts: double-six has 28 tiles, double-nine 55 and double-twelve 91, with one tile for each unordered pair. The player holding the highest double starts. Block, Draw and Cross require that opening double; All Fives and All Fives and Threes let that player open with any tile. If nobody holds a double, the tiles are reshuffled and dealt again.

    Block: two players receive eight tiles each; three or four receive six; five receive five. With four players, double-nine deals nine each and double-twelve deals twelve. Remaining tiles sleep and are never drawn. A player with no matching tile knocks and passes.

    Draw: two, three, four or five players receive seven, five, four or three tiles each. If blocked, draw one tile at a time until you can play or the boneyard is empty. Once empty, a player without a legal tile passes. Block and Draw also offer the larger sets with the listed starting hand sizes.

    Cross: use the Draw rules and double-six set. The four plays after the opening double must fill its four different arms before any arm can be extended. Once those arms are filled, play may extend any matching end. Drawing and passing still apply if a required arm cannot be filled.

    Double-nine Cross and Double-twelve Cross: two or three players start with seven tiles; four or five start with five. Fill the initial four arms as in Cross. Every later double adds two additional playable branches at that tile, alongside its continuing end. The double-twelve version applies the same rules to its larger set.

    All Fives: use double-six and deal five tiles to each player. A play earns the exposed-end total when that total is a positive multiple of five. A double at an exposed end counts both halves; an opening tile is counted once. For example, an exposed 3 opposite double-six totals 15. If blocked while more than two tiles remain in the boneyard, draw one tile instead of playing and end your turn. The final two tiles stay asleep. Otherwise knock.

    Declaring scores and Muggins: press Claim to announce your earned end points before the next tile is played. If you continue without claiming, those points become available for a Muggins call as soon as the next tile is laid. This edition keeps that opportunity open until another tile is played. Computer opponents claim their own points but occasionally miss one; they also take missed human scores. Play pauses when you have a claim or Muggins decision, allowing keyboard and touch players time to respond. Unclaimed points are forfeited when the hand is finished.

    All Fives and Threes: use the same dealing, drawing and claim rules, but positive end totals divisible by three also score. A total divisible by both three and five, such as 15, scores once.

    Ending a hand: play stops when a player empties their hand, or every player passes consecutively. On a blocked table, compare remaining pip totals; partners combine their pips. A tied lowest total gives no hand bonus. Claim any outstanding points before pressing Finish hand.

    Scoring and matches: in Block, Draw and Cross, going out earns all losing pips; a blocked winner earns each losing total minus their own. A partnership going out earns all opposing pips even if its other partner still holds tiles. All Fives rounds each loser’s difference to the nearest five before adding them; All Fives and Threes uses exact differences. Points already claimed during play remain. The first player or partnership to reach 100 points wins.

    Strategy & Tips

    Watch which numbers make opponents knock. Keeping one of those numbers exposed can limit their next turn. In Draw games, remember that a drawn tile may change what an opponent can play.

    Avoid keeping too many high-pip tiles when a hand could block. In partnership Block, your partner’s remaining pips count with yours, so opening a useful number can be better than simply discarding your largest tile.

    For All Fives, compare the full exposed-end total before selecting an end. A double can produce a larger score because both halves count. Remember to claim the points you earn and watch for the Muggins prompt.

    In Cross, the first four arms constrain the opening. Later, a double in the larger-set variants creates new branches, which can help you escape a blocked hand but also give opponents more choices.

    About This Game

    Dominoes combines matching, memory and hand management. This Play Porch edition offers seven variants with local computer opponents, standard double-six tiles and optional larger sets. The connected arms are arranged in separate rows to keep branching games usable on small screens. Scores belong to the current match; this game does not save matches or require an account.