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Block

Block is an individual game for two to four players and a bonus outside the Fives family. You never draw, and placing tiles earns no points. Empty your hand or win a blocked round, and collect remaining-hand points. Read rules

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How to Play Block

Block is an individual game for two to four players and a bonus outside the Fives family. You never draw, and placing tiles earns no points. Empty your hand or win a blocked round, and collect remaining-hand points.

Prepare the round

Use a complete double-six set of 28 tiles, from [0|0] to [6|6], and a cribbage board or another score record. Each player keeps a separate score.

PlayersTiles per playerMatch target
27100 points
3561 points
4561 points

Mix the tiles face down and deal the hands. Keep your tiles hidden during play. Set the undealt tiles aside: they remain out of play for the entire round. There is no drawable boneyard.

Choose the first-round leader by a fair lot; repeat among tied players if necessary. The leader may open with any tile. Holding the highest double gives no starting priority. Turns proceed clockwise.

Play one tile or pass

On your turn, place one tile at either open end of the line, matching one half to the end value. The other half becomes the new end. A blank matches only another blank: [0|0] is not a wild tile.

If you can place a tile, you must do so. Otherwise, pass without drawing. Each placement or permitted pass ends your turn. The line may bend to fit the table; it still has only two open ends.

Playing tiles, including the opening and your last tile, earns no placement points. Scores are settled when the round ends.

Connecting equal values

Join equal values at one of the line’s two ends. Playing a tile does not score points; scores are settled when the round ends.

Markers show legal connection points.

Placed [1|4]

[1|4] opens the line. Its two ends accept 1 and 4.

[1|4] opens the line. Its two ends accept 1 and 4. Tiles: [1|4]. Connections: none. Legal continuation ports: [1|4] (high end, 4); [1|4] (low end, 1).

Placed [1|1]

Match [1|1] to the 1 end. The double lies crosswise; the free values are 1 and 4.

Match [1|1] to the 1 end. The double lies crosswise; the free values are 1 and 4. Tiles: [1|4], [1|1]. Connections: [1|4] (low end) – [1|1] (line A). Legal continuation ports: [1|1] (line B, 1); [1|4] (high end, 4).

Placed [6|6]

Match [6|6] to the 6 end of [3|6]. Continue at 3 or 6, without opening branches.

Match [6|6] to the 6 end of [3|6]. Continue at 3 or 6, without opening branches. Tiles: [3|6], [6|6]. Connections: [3|6] (high end) – [6|6] (line A). Legal continuation ports: [3|6] (low end, 3); [6|6] (line B, 6).

Placed [0|0]

A blank matches only a blank. Both ends of [0|0] require 0.

A blank matches only a blank. Both ends of [0|0] require 0. Tiles: [0|0]. Connections: none. Legal continuation ports: [0|0] (line A, 0); [0|0] (line B, 0).

Doubles stay in the line

Place doubles crosswise. No double—including an opening double—is a spinner, and none opens side branches. Continue the same two-ended line by matching the double's value.

Doubles stay in the line

Doubles lie crosswise in the same two-ended line. Continue by matching their value; no double opens side branches.

Markers show legal connection points.

Placed [4|4]

The [4|4] double is placed at 4. It stays in the line; the other free end is 1.

The [4|4] double is placed at 4. It stays in the line; the other free end is 1. Tiles: [1|4], [1|1], [4|4]. Connections: [1|4] (low end) – [1|1] (line A); [1|4] (high end) – [4|4] (line A). Legal continuation ports: [1|1] (line B, 1); [4|4] (line B, 4).

Placed [3|4]

[3|4] continues from [4|4]. The line’s two free values are 1 and 3.

[3|4] continues from [4|4]. The line’s two free values are 1 and 3. Tiles: [1|4], [1|1], [4|4], [3|4]. Connections: [1|4] (low end) – [1|1] (line A); [1|4] (high end) – [4|4] (line A); [4|4] (line B) – [3|4] (high end). Legal continuation ports: [1|1] (line B, 1); [3|4] (low end, 3).

Placed [2|2]

The opening [2|2] lies crosswise. Continue at either 2 end; there are no branches.

The opening [2|2] lies crosswise. Continue at either 2 end; there are no branches. Tiles: [2|2]. Connections: none. Legal continuation ports: [2|2] (line A, 2); [2|2] (line B, 2).

Finish and score the round

The round stops as soon as a player places their last tile, or when everyone is unable to play and passes. Reveal the remaining hands. A hand's pip total counts both halves of every tile: [6|6] is 12, and [0|0] is zero.

If you play your last tile, you win the round and add all opponents' remaining pips to your score. A held [0|0] does not create a tie with your empty hand. For example, if one opponent holds only [0|0] and another holds eight pips, you receive 8 points. Opponents tied at five pips each instead give you 10.

Only in a blocked round do you compare hand totals. The unique lowest hand wins and scores all opponents' pips minus its own total, subtracted once. With totals 3, 7 and 8, the player holding 3 receives 7 + 8 − 3 = 12 points. If the lowest totals are tied, nobody scores: totals 3, 3 and 8 give no award.

Points are raw and displayed unchanged. Never round a credit or divide it by five. The other players' existing scores are not reduced.

Start the next round or win the match

After every round, move the lead one place clockwise from the previous leader, regardless of the winner or a blocked tie. Mix all 28 tiles and deal again if the match continues.

Check the target only after the complete round-end award. Reach or exceed 100 points with two players, or 61 with three or four, to win the match; keep any excess points. A qualifying tie for the highest match score is a draw. The individual Block rules are recorded by Pagat.

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