Four players. Two teams. One block.
The set-up
- A double-six set: 28 tiles. Everyone gets 7. There is no draw pile.
- Partners sit across from each other: you and the player opposite you are a team.
- Play goes clockwise (to your left).
Starting
- First hand: whoever holds the double-six opens with it.
- Every hand after that, the first move passes one seat clockwise, and that player may lead any tile.
Your turn
- Play a tile that matches one of the two open ends. Doubles just extend the line — no extra branches.
- If you can play, you must. You may pass only when nothing fits.
- If your tile fits both ends, you choose which end.
Winning a hand
- Domino: empty your hand and your team scores every pip left in both opponents' hands.
- Blocked: if all four players pass in a row, add up each team's remaining pips. The team with fewer pips scores the other team's total.
- Tie: if a blocked hand's team totals are equal, nobody scores.
Winning the match
First team to reach or pass 100 wins. There are no bonus points or extra house exceptions.
Fair play
- The server shuffles with secure randomness, deals, and checks every move. Nobody — including the host — can see another player's tiles.
- If you lose connection, your seat is held for 60 seconds. After that a bot labeled "Bot playing for you" sits in until you come back. You can take your seat back any time.
- If it's your turn and you don't move for 75 seconds, a labeled bot plays for you until you tap "I'm back".
- Bots are always labeled. Matches where any bot played are recorded as bot-assisted, separate from all-human matches.
- Idle tables close after a while; just start a new one.
About the art
Portraits and scenes use Rillaz from the Apex Collection for atmosphere. A portrait at the table doesn't mean that player owns that Rilla. Wallet sign-in ("Represent your Rilla") isn't part of this release.
Free to play: no deposits, wagers, cash-value chips, entry fees or transactions.