Common Draw Dominoes mistakes
Frequent Draw Dominoes errors: matching ends, doubles, drawing, blocked hands and pip counting.

On this page
This guide lists the common errors in individual Draw Dominoes with a double-six set, as on our Draw Dominoes rules page. For strategy see the strategy guide and for pip counts the scoring guide.
Playing mistakes
- Matching totals instead of ends. Only the touching halves need the same number of pips.
- Matching a blank with a number. A blank only matches a blank.
- Playing on the side of a double. A double is placed crosswise, but the line has just two ends. There are no branches here.
- Drawing while you can play. If you hold a legal tile, you must play one.
- Drawing only one tile. If you can’t play, draw until you find a playable tile or the boneyard is empty.
- Putting back an unplayable draw. Every drawn tile stays in your hand.
- Playing the drawn tile late. If the tile you draw fits, you play it immediately.
Opening mistakes
- Opening with the wrong tile. The highest double opens, starting with double-six. If nobody has a double, the heaviest tile opens.
- Dealing the wrong hand size. Two or three players get 7 tiles each; four players get 6.
Ending and scoring mistakes
- Calling a block too early. The boneyard must be empty and every player must pass in a row.
- Forgetting the blocked-hand formula. The lowest pip total wins and scores the opponents’ total minus their own.
- Scoring only the winner’s pips. When someone goes out, they score all pips left in every opponent’s hand.
- Counting only one half of a tile. Count both halves. A blank is zero.
- Awarding a tie. If players tie for the lowest total in a blocked hand, nobody scores and the hand is redealt.
- Stopping at 99. The match ends when a player reaches 100 or more after a completed hand.
Mixing games
- Playing Block Dominoes. In that game no one draws. It is a different variant.
- Using spinners. They are not part of this version.
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