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Draw

Draw is an individual game for two to four players and a bonus outside the Fives family. Placements earn no points. You may draw even with a playable tile, but the last two boneyard tiles stay untouched. Empty your hand or win a blocked round to collect remaining-hand points. Read rules

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How to Play Draw

Draw is an individual game for two to four players and a bonus outside the Fives family. Placements earn no points. You may draw even with a playable tile, but the last two boneyard tiles stay untouched. Empty your hand or win a blocked round to collect remaining-hand points.

Prepare and begin

Use a complete double-six set of 28 tiles, from [0|0] to [6|6], and a cribbage board or another score record. Everyone has a separate score. Mix face down; deal seven tiles each with two or three players, six each with four. Keep your hand hidden. The rest form the boneyard; leave its final two tiles undrawn.

Choose the first leader by a fair lot, repeating among tied candidates if necessary. Hand tiles give no starting priority. The leader opens with any tile; play proceeds clockwise.

Place, draw or pass

Place one tile at either end, matching one half to that end's value. A blank matches only a blank. Placing ends your turn.

While more than two tiles remain in the boneyard, you may draw one at a time—even with a playable tile. Drawing keeps your turn. You may keep drawing after finding a playable tile, then place any playable tile from your hand, not necessarily the new one. With no playable tile, you must draw while drawing is available.

At two tiles, no more drawing is allowed. Place if possible; otherwise pass. You cannot pass merely because you prefer not to place or draw. A permitted pass ends your turn.

A line without placement points

There are only two ends. Doubles lie crosswise, including an opening double; none opens branches. Continue a double by matching its value. 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

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 ends when someone places their last tile, or the boneyard is down to two tiles and everyone is unable to play and passes. Reveal the remaining hands; count both halves of every held tile, so [6|6] is 12 and [0|0] is zero. The protected boneyard is not an opponent's hand.

The dominoer receives all opponents' remaining pips. An opponent holding [0|0] does not tie an empty hand: with opponents holding zero and eight, the dominoer scores 8.

Only a blocked round compares hand totals. The unique lowest hand receives all opponents' pips minus its own total once: with 3, 8 and 10, the low player scores 8 + 10 − 3 = 15. Tied lowest hands score nothing: 3, 3 and 10 gives no award. There is no extra three-player award.

Record the exact credit, without rounding or dividing by five. Raw points and displayed points are identical; opponents' existing scores are not reduced.

Next round and match result

Rotate the next lead one seat clockwise from the previous leader, not the winner. Mix and deal again. After completing round settlement, reaching or exceeding 100 points with two players, or 61 with three or four, wins the match; retain excess points. A qualifying highest-score tie ends the match as a draw, without tournament margins. These individual Draw rules are recorded by Pagat.

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