How to Play Mexican Train Dominoes

Mexican Train is the domino game that fills kitchen tables at family reunions, church socials and retirement communities all over the country. Everybody builds a line of tiles, called a train, out from a double in the middle of the table. There is one extra train that belongs to everyone, and a little marker that tells the table when your train is open for business. The rules fit on an index card, and a full game of 13 rounds makes a fine afternoon. Below are the rules our free online game uses, with the spots where families often do things a little differently.

What You Need

How Many Tiles to Deal

Turn all the tiles face down and mix them. Each player draws a hand. The number depends on how many people are playing. The table below shows the most common amounts; our online game deals 12 tiles each to four players, and you can switch to 15 in the House Rules.

PlayersTiles each
2 to 412 to 15
5 or 611 or 12
7 or 810 or 11

The tiles nobody took stay face down. This is the boneyard, and you draw from it when you can't play.

The Engine Double

Each round starts from a different double, called the engine. Round 1 uses the 12–12, round 2 the 11–11, and so on, counting down to the 0–0 in round 13. Whoever holds the engine double puts it in the middle of the table, and the player to their left takes the first turn.

If nobody has the engine double, it's still in the boneyard. Our game has players take turns drawing one tile each until someone draws it. Some families simply dig it out of the boneyard instead. Both ways are in the rule variations.

The Trains

Every train grows out from the engine. There are two kinds:

On the screen, each train is shown as its own row so you can see every open end at a glance. In a real game the trains fan out from the hub like the spokes of a wheel.

Taking a Turn

On your turn you play one tile. It can go on:

  1. your own train,
  2. the Mexican Train, or
  3. any other player's train that has a marker on it.

The number on your tile must match the open end of the train you play on. If you have a tile that fits somewhere, you must play. Play passes to the left (clockwise).

Worked example

It's round 1, so the engine is the 12–12. You hold the 12–5, the 5–9 and the 3–3. On your first turn you play the 12–5 on your own train, leaving a 5 open. Next turn you add the 5–9, and your train now ends in a 9. The 3–3 doesn't fit anywhere yet, so you keep it for later. If the Mexican Train ends in a 3 on a later turn, that is a good home for it.

When You Can't Play: Draw, Pass and the Marker

If none of your tiles fit any train you are allowed to use, draw one tile from the boneyard. If the new tile fits, you must play it right away. If it doesn't fit, you pass, and a marker goes on your own train.

A train with a marker is open: every player may play on it. The marker stays until you play a tile on your own train again, and then you pick it up. That's why getting stuck is costly: other players may use your train to dump their tiles, and they can change the number at its end.

On screen: an open train shows a red flag and the word Open next to its name. The Mexican Train is always open, so it never needs a marker.

Doubles Must Be Covered

A double is placed crosswise at the end of a train. Whenever someone plays a double, it has to be covered: another tile with the same number must be played on it before play goes anywhere else.

Worked example

West plays the 7–7 on the Mexican Train. West has the 7–2, so West covers the double at once and the turn passes. Later North plays the 4–4 on North's own train but has no other 4. North draws the 4–10, which fits, and plays it. Then East plays the 8–8 on East's train, has no 8, draws a tile that doesn't fit, and passes. Now East's train has a marker, and it's your turn: you must cover the 8–8 if you can. If you can't, you draw; if that tile doesn't fit either, you pass and your train gets a marker too.

Ending a Round

A round ends in one of two ways:

Scoring

At the end of each round, every player adds up the dots on the tiles still in their hand. Those are penalty points, so you want as few as possible. The player who went out scores zero. The double blank is special: being caught with the 0–0 costs 50 points in most homes (you can make it worth 0 instead).

Tiles left in handPoints
None (you went out)0
2–35
6–6 and 1–417
12–1123
0–0 and 0–252
12–12, 10–9 and 0–093

Winning the Game

A full game has 13 rounds, one for each double from the 12–12 down to the 0–0. The player with the lowest total after the last round wins. If two players tie for the lowest total, they share the win. When time is short, many families play only part of the countdown; our short game stops after 7 rounds, at the 6–6.

Rules at a Glance

If you enjoy matching dominoes from a center double, you'll also like Chicken Foot, which uses a double-nine set and a very different rule for doubles. For tips on playing Mexican Train well, see our strategy guide.

Ready to ride? Play a free game of Mexican Train dominoes against three computer players. Big tiles, no sign-up.

Play Mexican Train Now