Parlor and PlayMexican Train dominoes

Parlor and Play · Mexican Train Dominoes · Scoring

Scoring

Mexican Train scoring, end to end.

Mexican Train scoring works like this: when a round ends, the pips left on the tiles in your hand are your points for that round. You add your round scores together across all 13 rounds. The lowest total wins the game. The player who goes out scores zero for that round. The free score keeper adds it all up for you, round by round.

The one rule underneath it all

Every tile has a pip count: add the dots on both ends. A 9 and 4 tile is worth 13 pips. A double-6 is worth 12. The double blank is worth 0, with one house rule exception covered below. When a round ends, for any reason, every player counts the pips still sitting in their hand. That number, and only that number, goes on the sheet for the round.

That is why Mexican Train strategy is mostly hand management. A heavy tile you cannot play is not just stuck, it is points waiting to happen to you. Good players shed their big tiles early when they can, and save the light ones for late.

A worked example round

Four players: Donna, Luis, Priya, and Sam. Round 1, the double-12 round. Partway through the last turns, Donna plays her final tile and goes out. Everyone else counts what is left in their hand.

Donna played her last domino, so she holds nothing. Her round score is 0.

Luis holds four tiles: a 5 and 3 (8 pips), a double-6 (12 pips), a 2 and 2 (4 pips), and a 4 and blank (4 pips). Add them: 8 plus 12 is 20, plus 4 is 24, plus 4 is 28. Luis scores 28 for the round.

Priya holds two tiles: a 6 and 5 (11 pips) and a 1 and blank (1 pip). 11 plus 1 is 12. Priya scores 12.

Sam holds three tiles: a double-9 (18 pips), an 8 and 7 (15 pips), and a 10 and 8 (18 pips). 18 plus 15 is 33, plus 18 is 51. Sam scores 51.

After round 1, the sheet reads: Donna 0, Priya 12, Luis 28, Sam 51. Donna leads because low wins. Twelve more rounds to go, and Sam is not out of it: one zero round of his own and two ordinary rounds from Donna close most of that gap. That swing is normal in this game, which is why nobody at a good table concedes at round 6.

The double blank, explained

The double blank is a tile with no pips on either end. In the standard count, a double blank left in your hand at the end of a round is worth 0 points. It is the best tile in the set to be caught holding.

Many tables play a house rule instead: a double blank left in your hand counts as 50 points. Under that rule it is the worst tile to be caught holding, and players work hard to play it before a round can end. Both counts are common. What matters is which one your table uses, and that everyone knows before the first deal.

The keeper handles it with a toggle. Set double blank counts 50 on, and the keeper scores it that way all night. Leave it off, and the double blank scores zero. Set it once, at the start, and forget it.

What happens in a blocked round

A round blocks when the boneyard is empty and nobody can play on any open train. Nobody went out, so nobody scores zero. Every player counts the pips in their hand and takes that score, exactly as if someone had gone out. The lowest hand wins the round in the only sense that matters here: they take the smallest number onto the sheet.

Blocked rounds tend to punish the same hands as normal rounds, only more so, because blocked rounds usually mean heavy tiles had nowhere to go. If your table blocks often, check your deal count on the how many dominoes page: a boneyard that runs dry too early is often a table size and set size mismatch.

Ties

Two players can finish a round with the same pip count. That is not a problem: both write down the same score and play moves on. At the end of the game, two players can also finish with the same total. Most tables call that a tie and split the bragging rights. Some tables play one extra round, starting with the double blank, as a tiebreaker. Some clubs count back to whoever won more individual rounds. All three are house decisions. Pick one when it happens the first time, write it on your house rules card, and use it from then on.

Keeping a season tally across weeks

Weekly clubs do not really crown a winner each night. They crown one across a season. The simple way to run it: each week, record every player's final game total on a season standings sheet. At the end of the season, the player with the lowest average game total, or the lowest sum across the weeks they played, leads the table. Average is kinder to players who miss a week; a straight sum rewards showing up. Clubs argue about this cheerfully for years. Pick the one your group likes.

Two practical notes from tables that do this well. First, record the game total the night it happens, while everyone can still see the sheet. Second, keep the season sheet with the set, not with a person, so a substitute scorekeeper can find it. The Printable Score Pad Pack on the score sheets page includes a season standings sheet for exactly this, and the keeper's Table Pro upgrade keeps season standings in the keeper itself.

The full game, from setup to blocked rounds, is on the rules page.

Keeping score tonight?

The free score keeper runs the totals: pip counts in, running totals and the leader out, with the double blank toggle set the way your table plays.

Open the free Score Keeper Get the printable score sheets

The keeper is free for the full game. Table Pro, its $4.99 one-time upgrade, adds saved groups and rosters, game history, season standings across nights, double-9 and double-15 support, and a large-print display mode.

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About the rules here

This section is part of Parlor and Play, published by Oasis Investing LLC. Mexican Train and Chickenfoot are folk games played many ways. These pages teach the way most published rules describe the games, in our own words. Tables vary, house rules are real, and the table you are sitting at has the final word. No game publisher endorses or is affiliated with this site. Corrections: hello@oasisinvestingllc.com.