Skip to content
RuleShelfGames

Scoring guide

Mexican Train Scoring, Explained


Mexican Train scoring is a straightforward pip count at first glance, but the size of a full match — running through every double from 12 down to 0 as the round's engine — means small per-round totals add up into a real running score that's easy to lose track of without writing each round down.

The core method: count what's left in your hand

When a player successfully plays every tile from their hand, every other player at the table counts the combined pip value of whatever tiles remain in THEIR OWN hand — including doubles, counted at their full pip total (a double-9 counts as 18, not 9). That total is added to each player's running score for the match; unlike a trick-taking game, there's no single winner credited with the others' totals each round — everyone simply adds their own leftover pips.

Worked example 1: an ordinary round with three players still holding tiles

Player A is first to play every tile. Player B is left holding 6-3, 4-4, and 2-0: 9 + 8 + 2 = 19 pips added to Player B's running total. Player C is left holding just one tile, 5-1: 6 pips added to Player C's total. Player A adds 0 for this round, having emptied their hand completely.

Worked example 2: a double tile turning a small hand into a costly one

Player B is left holding only two tiles at round's end: 5-2 and 6-6. That looks like a small hand by tile count, but the pips tell a different story: 7 + 12 = 19 — nearly as costly as holding three or four small non-double tiles instead. A double-6 alone is worth as much as two ordinary tiles combined, which is exactly why holding onto an unplayed double late in a round is riskier than its single-tile appearance suggests.

Worked example 3: the round ending in a block, not a clean go-out

Nobody can play and the boneyard is empty. Every remaining player simply counts their own hand's pip total and adds it to their running score — there's no "lowest hand wins the round" mechanic here the way there is in some other domino games, since Mexican Train scores every player's own leftover pips independently rather than crediting a single winner with everyone else's total. Player A ends with 14 pips, Player B with 22, and Player C with 9 — each simply adds their own number to their own running total, with no redistribution between players at all.

Worked example 4: tracking the running totals across several rounds of the sequence

The match starts with double-12 as the first round's engine and works down through double-11, double-10, and so on. After three rounds: Player A's totals are 0, 14, and 8 (running total: 22). Player B's totals are 19, 0, and 21 (running total: 40). Player C's totals are 9, 22, and 0 (running total: 31). Nobody has won any individual round outright the way a trick-taking game's round-winner would — the running totals simply accumulate, lowest overall at the very end being the winner once every engine double from the agreed starting point down to double-0 has been played through.

Worked example 5: a Mexican Train hit repeatedly, spreading pips across many tiles

Because the shared Mexican Train can be played on by anyone, it's common for a round to end with several players each holding just one or two small leftover tiles rather than one player holding a large stuck hand. A round where Player A ends with 4-2 (6 pips), Player B ends with 3-1 (4 pips), and Player C ends with 5-3 (8 pips) produces a much tighter, lower-scoring round for everyone than one where a single player's train stayed marked (open to others) the whole round while that player's own hand barely shrank at all.

Worked example 6: how a double engine tile factors into a running score, even unplayed

If the round's starting engine double itself never gets fully closed off and ends up counted as part of a player's leftover hand somehow (a rare edge case some tables handle by simply removing it from anyone's final count since it started the round on the table, not in a hand), most groups simply treat the engine tile as never having been "in" anyone's hand for scoring purposes at all — it's a board piece for that round, not a scoreable tile, and this is worth confirming before a long match if it ever comes up.

Worked example 7: comparing two players' full-match totals at the finish

After every engine double from 12 down to 0 has been played through (thirteen rounds total), Player A's thirteen round-by-round pip totals sum to 187. Player B, who went out first more often across the match but occasionally got stuck holding a double late in a round, sums to 214. Despite never winning more individual rounds than Player B, Player A still wins the overall match, since the running total — not the count of rounds won — is what actually decides it. A player who consistently keeps their leftover pip totals small and manageable, even without ever going out first, can easily out-finish someone who wins more rounds but occasionally gets stuck badly.

The fastest way to total a round

  1. Every player who didn't go out counts their own remaining hand's pip total, doubles included at full value.
  2. Add each player's own total to their own running score — there's no crediting one winner with everyone else's total, unlike some other domino games.
  3. In a blocked round, score exactly the same way — every player still counts and adds their own hand, with no special "lowest hand" winner mechanic.
  4. Repeat for every engine double in the agreed sequence, from the highest down to double-0, and compare final running totals — lowest wins.

For the marker rules, engine sequence and how a round's Mexican Train actually opens, see the full Mexican Train rules and the dispute page for the marker-timing and double-obligation questions argued most often.