Block or draw: two sides to 100: a column for each side. Totals fill in as scores are typed.
Round
1
2
Block or draw hand: their pips minus yours 1The pips left in the losing hands, minus the pips left in the winner's own hand
Block or draw hand: their pips minus yours 2
Block or draw hand: their pips minus yours 3
Block or draw hand: their pips minus yours 4
Block or draw hand: their pips minus yours 5
Block or draw hand: their pips minus yours 6
Block or draw hand: their pips minus yours 7
Block or draw hand: their pips minus yours 8
Block or draw hand: their pips minus yours 9
Block or draw hand: their pips minus yours 10
Block or draw hand: their pips minus yours 11
Block or draw hand: their pips minus yours 12
Block or draw hand: their pips minus yours 13
Block or draw hand: their pips minus yours 14
Block or draw hand: their pips minus yours 15
Block or draw hand: their pips minus yours 16
Block or draw game total: first to 100 or 61First to the target wins
Scoring key
Hand winner: the fewest pips left
A hand ends when someone plays their last tile or when nobody can play. Every player counts the pips on the tiles they still hold, and the lowest count wins the hand.
Winner scores the losers' pips, less their own
Add the pips in every losing hand and take off whatever the winner still held. Many tables skip the subtraction and score the losing hands in full.
Tie for the fewest pips: nobody scores 0
If two hands tie for the lowest count in a blocked hand, leave the row empty and deal again.
Two players or two partnerships: game is 100 100
The first side to reach 100 wins. In a partnership game partners sit opposite each other and share one column.
Block game deal: 7, 5 and 5 tiles 7 / 5 / 5
From a double-six set two players take 7 tiles each and three or four players take 5 each. The rest stay out of the hand, and a player who cannot go passes.
Draw game deal: 7, 7 and 6 tiles 7 / 7 / 6
Two or three players take 7 tiles each and four take 6. A player who cannot go draws from the boneyard until a tile fits or only two tiles are left. Those last two are never drawn.
Double-six set: 28 tiles, 168 pips 168
No count of leftover pips can pass the pips in the whole set, so a pips box flags anything over 168.
How each row scores
Block or draw hand: their pips minus yours
The pips left in the losing hands, minus the pips left in the winner's own hand
Block or draw game total: first to 100 or 61
First to the target wins
Type a score and the totals fill in. Highest total wins. First to 100 wins.
Names and scores stay in this browser until you press New game.
Next step
Dominoes Score Sheet for Block, Draw and All Fives, Pips Worked Out: how it works
This dominoes score sheet opens on a block or draw game for two sides to 100. The hand winner types the pips left in the losing hand and their own, and the sheet subtracts and marks the first side to reach 100. Five more sheets cover three or four players, all fives and chicken foot.
Score a block or draw hand in two boxes
Only the winner of a hand writes anything. Their pips takes every pip left in the losing hands. Your pips takes what the winner still held, which is nothing after going out. Tables that score the losing hands in full leave it empty. With three or four playing alone, pick Block or draw: 3 or 4 players to 61. A count over 168, the pips in a whole double-six set, is flagged.
All fives and chicken foot count differently
In all fives you score in play whenever the open ends add to a multiple of five. The player who goes out also wins the pips left in the other hands, rounded to the nearest five. Type the plain count and the sheet rounds it: 27 becomes 25 and 28 becomes 30. Chicken foot runs the other way: you score the pips you are left holding and the lowest total wins. Put 1 in the 0-0 box and the sheet adds 50 for the double blank.
Tips
Print blank sheet fits Letter or A4 with the key underneath, so a paper domino score sheet still says who plays to 100 and who to 61.
For a chicken foot score sheet, pick the double-9 chip for 10 rounds or the double-12 chip for 13. Each row names the double that starts it.
After a Mexican dominoes score sheet? Mexican train has its own page, linked below.
Questions and answers
What score do you play dominoes to?
In block and draw dominoes, two players or two partnerships play to 100, and three or four players on their own play to 61. Both numbers fit a cribbage board. All fives usually runs to 250 for two players and 200 for three or four.
What happens when a hand is blocked?
Everyone counts the pips they still hold and the lowest count wins the hand. The winner scores the other hands' pips minus their own, so type both and let the sheet subtract. If two hands tie for the lowest, nobody scores and the row stays empty.
Can partners share a column?
Yes. In a four-player partnership game partners sit opposite each other and score as one side, so the two-side sheet fits. Rename each column for the pair. Names and scores stay in your browser until you press New game.
Euchre Score Sheet With Partner Rotations for 4 and 8Two teams to 10, or 11 with the Benny, with the point table in the key. Rotation sheets give 4 or 8 players a new partner every round and total each player alone.
Family Scavenger Hunt Ideas121 indoor finds, read-aloud riddles and reunion tasks, split for ages 3 to 5 and ages 6 to 10.
Block or draw game total: first to 100 or 61Every hand won, added together. Two players or two partnerships play to 100. Three or four players on their own play to 61.
Block or draw hand: their pips minus yoursOnly the winner of the hand fills this in. Their pips is every pip left in the losing hands. Your pips is what the winner still held, which is 0 after playing a last tile and more than 0 when a blocked hand is won on the lightest count. Tables that do not subtract leave Your pips empty.
All fives and muggins 2
All fives game total: first to 250 or 200Every hand added together. Two players usually play to 250 and three or four to 200, but the target is whatever the table agrees before the first hand.
All fives hand: points in play plus hand bonusIn play is everything you scored while tiles were going down in this hand, already in fives, and a number that is not a multiple of five is flagged. Pips left is for the winner of the hand only: add up the pips in the other hands, type the plain count and the sheet rounds it to the nearest five. Either box can stay empty.
Chicken foot rounds for a double-12 set only 4
10-10 starts this chicken foot roundRound 3 of 13, played only with a double-12 set. The 10-10 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
11-11 starts this chicken foot roundRound 2 of 13, played only with a double-12 set. The 11-11 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
12-12 starts this chicken foot roundRound 1 of 13, played only with a double-12 set. The 12-12 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
Chicken foot total after 13 rounds (double-12 set)All thirteen rounds added together, 12-12 down to 0-0. The lowest total wins.
Chicken foot rounds every set plays 11
0-0 starts the last chicken foot roundThe last round with either set: round 10 of 10 or round 13 of 13. The 0-0 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
1-1 starts this chicken foot roundRound 9 of 10 with a double-9 set and round 12 of 13 with a double-12 set. The 1-1 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
2-2 starts this chicken foot roundRound 8 of 10 with a double-9 set and round 11 of 13 with a double-12 set. The 2-2 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
3-3 starts this chicken foot roundRound 7 of 10 with a double-9 set and round 10 of 13 with a double-12 set. The 3-3 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
4-4 starts this chicken foot roundRound 6 of 10 with a double-9 set and round 9 of 13 with a double-12 set. The 4-4 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
5-5 starts this chicken foot roundRound 5 of 10 with a double-9 set and round 8 of 13 with a double-12 set. The 5-5 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
6-6 starts this chicken foot roundRound 4 of 10 with a double-9 set and round 7 of 13 with a double-12 set. The 6-6 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
7-7 starts this chicken foot roundRound 3 of 10 with a double-9 set and round 6 of 13 with a double-12 set. The 7-7 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
8-8 starts this chicken foot roundRound 2 of 10 with a double-9 set and round 5 of 13 with a double-12 set. The 8-8 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
9-9 starts this chicken foot roundRound 1 of 10 with a double-9 set and round 4 of 13 with a double-12 set. The 9-9 tile goes in the middle and needs a tile on all four arms before anyone builds further. Type the pips you were left holding, and 1 in the 0-0 box if the double blank was among them.
Chicken foot total after 10 rounds (double-9 set)All ten rounds added together, 9-9 down to 0-0. The lowest total wins.
Scoring key 23
A chicken foot takes three tilesA double is laid crosswise, and three more matching tiles must go on its far side before anyone plays anywhere else.
A double on an open end counts both halvesThe 5-5 counts 10 and the 6-6 counts 12 until a tile covers the far side. In all fives the first double played is the spinner and can grow four arms. Muggins has no spinner.
All fives deal: 9, 7 and 5 tilesTwo players take 9 tiles each, three take 7 and four take 5. Other rule books deal 7, 5 and 5, or 7 each for two or three players.
Block game deal: 7, 5 and 5 tilesFrom a double-six set two players take 7 tiles each and three or four players take 5 each. The rest stay out of the hand, and a player who cannot go passes.
Blocked all fives hand: fewest pips wins itWith two players or two partnerships, a tie for the fewest pips means nobody scores a hand bonus.
Chicken foot deal with a double-12 setOne maker's table gives 18 tiles each for four players, 14 for five, 12 for six, 10 for seven and 9 for eight.
Chicken foot deal with a double-9 setOne maker's table gives 20 tiles each for two players, 14 for three, 11 for four, 9 for five and 7 for six. Plenty of tables simply take 7 each.
Chicken foot: pips left in hand, lowest total winsA round ends when someone plays their last tile, or when the boneyard is empty and nobody can play. Every player scores the pips they still hold.
Cribbage board version: divide by five, play to 61Many tables divide every score by five, so open ends of 15 score 3, and peg the game to 61.
Double blank left in your hand costs 50A blank half is worth nothing on any other tile. Some tables charge 25 for the double blank in place of 50: add those by hand in the Pips box.
Double-six set: 28 tiles, 168 pipsNo count of leftover pips can pass the pips in the whole set, so a pips box flags anything over 168.
Draw game deal: 7, 7 and 6 tilesTwo or three players take 7 tiles each and four take 6. A player who cannot go draws from the boneyard until a tile fits or only two tiles are left. Those last two are never drawn.
Going out on a double: 50 at some tablesOne widely read set of rules says a round cannot end on a double, and a player who goes out with one takes 50. Add it in the Pips box if you play that way.
Hand bonus: their pips to the nearest fiveThe player who goes out adds the pips left in the other hands, rounded up or down to the nearest multiple of five. 27 pips count 25 and 28 count 30. A lone 1-2 counts 5 and a lone 1-1 counts 0.
Hand winner: the fewest pips leftA hand ends when someone plays their last tile or when nobody can play. Every player counts the pips on the tiles they still hold, and the lowest count wins the hand.
One chicken foot round for every double in the setThe highest double starts round one and the next double down starts each later round, ending with the 0-0. A double-9 set plays 10 rounds and a double-12 set plays 13.
Open ends that add to a multiple of five scoreAfter each tile, add the open ends of the layout. If they come to 5, 10, 15, 20, 25, 30 or 35 the player scores that number at once.
Three or four on their own: game is 61The first player to reach 61 wins. Both 61 and 100 fit a cribbage board, which is where the two targets come from.
Three or four usually play all fives to 200The game ends the moment a player reaches the agreed target. Older rule books give 150 for three or four players.
Tie for the fewest pips: nobody scoresIf two hands tie for the lowest count in a blocked hand, leave the row empty and deal again.
Two players or two partnerships: game is 100The first side to reach 100 wins. In a partnership game partners sit opposite each other and share one column.
Two players usually play all fives to 250The game ends the moment a player reaches the agreed target. Older rule books give 200 for two players.
Winner scores the losers' pips, less their ownAdd the pips in every losing hand and take off whatever the winner still held. Many tables skip the subtraction and score the losing hands in full.
How this list was compiled: Written by the editors. Dominoes is a family of traditional games with no governing rule book, so each sheet prints one well documented way to score and the key says where tables differ. Block and draw: the lowest pip count winning a hand, the winner scoring the losers' pips minus their own, nobody scoring on a tie, game at 100 for two players or partnerships and 61 for three or four, the cribbage board note and the deals (7, 5, 5 for block; 7, 7, 6 for draw, with the last two tiles never drawn) were checked on 2026-09-19 against https://www.pagat.com/domino/line/block.html and https://www.pagat.com/domino/line/draw.html. The 28 tiles and 168 pips of a double-six set, scoring the losing hands in full, and partners sitting opposite were checked the same day against https://en.wikipedia.org/wiki/Dominoes. All fives: scoring multiples of five from 5 to 35 on the open ends, doubles counting both halves, the single spinner, rounding the other hands to the nearest five (a 1-2 counts 5, a 1-1 counts 0), the blocked hand, the usual targets of 250 and 200, dividing by five to play to 61, and the 9, 7, 5 deal with its 7, 5, 5 alternative were checked on 2026-09-19 against https://www.pagat.com/domino/cross/all_fives.html. The 27 to 25 and 28 to 30 examples, the older targets of 200 and 150, muggins having no spinner and the 7 and 5 tile deal are in https://en.wikipedia.org/wiki/Muggins, checked the same day. Chicken foot: pips left in hand, 50 for the double blank and the 25 variant, the lowest total winning, one round per double from the highest down to 0-0, ten hands with a double-9 set, all four arms of the starting double, three tiles to a chicken foot and the deal tables were checked on 2026-09-19 against https://www.pagat.com/domino/tree/chickenfoot.html. The 50 for going out on a double and the 7-tile deal are in https://en.wikipedia.org/wiki/Chicken_foot_(game), checked the same day. The 13 rounds of a double-12 set are the number of doubles in that set. Mexican train is not repeated here because it has its own sheet on this site. Licence: own work