Partner Dominoes rules
Jamaican and Caribbean dominoes as played at PlayElephant: double-six set, four players in two pairs, hands won instead of points, and the race to six love.
1. Set, seats, direction
- The double-six set has 28 bones, from 00 to 66. In Jamaica tiles are called bones.
- The count (or spots, pips) of a bone is the sum of its two numbers. 66 is 12, 00 is 0. Counts matter only to settle a blocked hand.
- Four players form two pairs. Partners sit across from each other and keep the same partner for the whole game.
- Play goes counter-clockwise, to the right.
- A number appears on 7 bones, but on 8 "halves" because every double counts twice. This is used for the key bone (section 6).
2. The deal
- Every hand begins with a fair shuffle and each player gets 7 bones, face down. All 28 bones are dealt: there is no boneyard and nobody draws.
- There is no redeal. A hand with several doubles, or none, is played as it comes.
- Seats are drawn at random unless you sit down with a chosen partner.
3. The first bone: posing
Starting a hand is called posing (the player who does it is the poser). There are two cases.
Double six poses
This happens in the first hand of a game, after a tied hand, and after a reset. The holder of 66 starts and must play it. Some friendly tables allow "sporting", where the holder may start with another bone, but in tournaments it is forbidden and it is switched off on PlayElephant. The server plays the 66 for you.
The winners pose
After a hand won by a pair (and no reset follows), that pair starts the next hand, and the first bone may be any bone. At a live table partners agree who leads, without showing their bones. Online, the player who won the hand chooses: lead yourself, or give the lead to your partner.
After the first bone, play passes to the right as usual. The two numbers of that bone are the two open ends. The double six has the number 6 at both ends.
4. Play and passing
- On your turn, play one bone from your hand to either end of the line. One of its numbers must match the number at that end. Its other number becomes the new end.
- A double is shown crosswise, but it is just a bone with the same number at both halves. There is no spinner: you cannot add to the sides of a double.
- If you have a bone that fits, you must play. You may not pass by choice.
- If nothing fits, you pass (at a live table, you knock). A pass costs nothing. On PlayElephant it is made for you and everyone sees it.
- If the same bone fits both ends, you choose the end. The two choices are shown separately.
5. Ending a hand: domino and block
Domino
The first player to play their last bone calls "domino!". Their pair wins the hand at once. The other bones are not counted.
Block
If no player can move, the hand is blocked. Counting only bones in hand, the player with the lowest count wins the hand for their pair.
- Only one player's own count matters. Their partner's count is ignored, even if the pair's total is larger than the opponents'.
- If the lowest count is held by two players of the same pair, that pair wins.
- If the lowest count is shared by players of opposing pairs, the hand is a tie. Nobody scores.
Since all 28 bones are dealt, a block happens only when both ends show the same number and all seven bones with that number are already in the line. The server notices this and ends the hand at once. All hands, and the counts in a block, are shown at the end.
A last bone that both empties your hand and blocks the line is a domino, not a block.
6. Key bone and hard ends
A number is on 8 "halves" (the double counts twice). An end is hard when only one bone with that number is left outside the line: seven halves are already in it. Only that one bone can go on a hard end.
You score a key bone when you go out with it, if all of this is true:
- the two ends show different numbers;
- both ends are hard;
- the one bone left for the first end and the one left for the second are the same bone;
- you play exactly that bone.
That hand is worth 2 instead of 1. A double is never a key bone.
Example: the ends are 5 and 3, and seven halves of each number are on the table. The only bone left that fits is 53. You play it as your last bone, so the hand is worth 2. If the bone left for one end were 51 and for the other 32, they would be two different bones, and going out would score only 1.
7. Scoring: six love and the reset
You record only the number of hands won by each pair. Pips never go on the scoreboard. The score is written as pair against pair, such as 3–0. "Love" means zero, as in tennis.
| Result of the hand | Worth |
|---|---|
| Going out (domino) | 1 |
| Going out with the key bone | 2 |
| Winning a block | 1 |
| Tie | 0, the score stays |
Six love
A pair wins the game when it has 6 or more while the opponents have 0. Going over is fine: from 5, a key bone makes 7 and wins. A game won this way is a "six love", or a "love".
The reset
Once both pairs have at least 1, the score goes back to 0–0, and the next hand starts with 66. So a score such as 2–1 never stands: if the pair with 0 wins a hand while the other has points, everything is wiped. A pair with five wins can lose its lead to one hand of the opponents. That is what Jamaicans call the game "bruking".
Who poses next
| Result | Next hand |
|---|---|
| A pair wins, no reset | That pair poses, any bone |
| Win with a reset | Double six poses |
| Tie | Double six poses |
| Game won | A new game, double six poses |
8. Signals and fair play
- Talking or gesturing about your bones is not allowed, and partners may not ask each other for a lead.
- Reading what has been played is allowed. A quick play (you had one bone to play) or a pause (you were thinking) is part of the game, not a signal.
- On PlayElephant the server checks every move. You cannot play a bone that does not fit, pass with a move available, or move out of turn.
- Every deal is a fair shuffle that can be verified afterwards.
9. Cut-throat
Cut-throat is the same game with every player on their own side: 2, 3 or 4 players, no partners. Everything above applies, with these changes.
| Players | Bones | Each gets |
|---|---|---|
| 4 | 28 | 7 |
| 3 | 27, without 00 | 9 |
| 2 | 28 | 14 |
- The winner of a hand poses the next hand, with any bone.
- You win by reaching 6 while at least one other player has 0.
- The reset comes only when every player has won at least one hand.
- With three players and no 00, the number 0 is on only 6 halves, so a 0 end becomes hard one bone earlier.
10. Variants
These variants are played at home tables. They are not the default and depend on the table.
| Variant | What changes |
|---|---|
| Sporting | The holder of 66 may start with another bone. Forbidden in tournaments |
| Replayed ties | A tied hand is replayed and is worth one more for each tie in a row |
| Decider at 1–1 | At 1–0, if the other pair wins, one decider hand is played instead of a reset: its winner goes to 2–0 |
| Game to 4 | Four hands instead of six, as in Haitian and Puerto Rican custom |
| Fixed leader | The hand winner always leads, with no choice of partner |
11. Examples
- North: 00 02 11 03, count 0 + 2 + 2 + 3 = 7
- West: 12 04 13 05 14, count 3 + 4 + 4 + 5 + 5 = 21
- South: 44 55 35 25 34, count 8 + 10 + 8 + 7 + 7 = 40
- East: 22 15 24 33, count 4 + 6 + 6 + 6 = 22
- NS go out: 1–0. NS pose next.
- NS win a block: 2–0.
- A tie: 2–0. Double six poses.
- NS go out: 3–0.
- EW go out. EW would have 1 and NS 3, and both have at least 1, so the score is reset to 0–0. Double six poses.
- EW win five hands in a row: 0–5. EW pose each time.
- EW go out with a key bone, worth 2: 0–7. EW have at least 6 and NS have 0, so EW win the game by six love.
12. Glossary
| Term | Meaning |
|---|---|
| Bones | The dominoes, in Jamaican speech |
| Partner | The game in two fixed pairs, partners across the table |
| Cut-throat | Every player on their own, 2 to 4 players |
| Pose, poser | To make the first play of a hand, and the one who does it |
| Sporting | Starting with a bone other than the double six, in friendly play only |
| Pass, knock | No bone fits, so you skip your turn |
| Domino! | The call when you play your last bone |
| Block, blocked game | Nobody can move. The lowest personal count wins |
| Count, spots, pips | The dots on a bone, added up |
| Hard end | An end that only one remaining bone can fit |
| Key bone | The one bone that fits two different hard ends. Going out with it is worth 2 |
| Love | Zero in the score, as in tennis |
| Six love | Winning 6 hands to nothing, and the name of the whole game format |
| Bruk, reset | The score goes back to 0–0 because the other side won a hand |
| Tie | A block in which the lowest count is shared by opposing players |
| Boneyard | Bones left undealt. Used only in one two-player cut-throat variant, not here |