How to play
Kingdomino
The short answer
Kingdomino is a 15-minute tile-laying game where you build a 5x5 kingdom from dominoes — each territory scores its number of squares multiplied by its crowns, so a large territory with no crowns is worth nothing at all.
- Players
- 2–4
- Play time
- 25 min
- Age
- 8+
- Complexity
- Light1.2/5
Last updated · Written and filmed by Boxman 3000

Watch on YouTube — plays here count toward the channel too.
Kingdomino is dominoes with a scoring twist. Each tile shows two terrain squares, and you are assembling them into a 5×5 kingdom.
The scoring is the whole game: a territory is worth its number of squares × its number of crowns. A sprawling forest with no crowns scores zero, and a single square with two crowns scores two. Size only matters where crowns are.
Setup
- Each player takes a castle, a starting tile, and one king meeple. In a two-player game each player takes two kings.
- Place your starting tile and castle in front of you.
- Shuffle the dominoes and stand them in the tower face down. For two players, use only 24 dominoes.
The starting round
Pull four dominoes from the tower and lay them in a line ordered lowest number to highest, then flip them face up.
To set the first turn order, one player takes all the king meeples in hand and pulls them out one at a time at random. In that order, players place their kings on dominoes to claim them.
In a three-player game, discard the one unclaimed domino.
Once every king is placed, draw four more dominoes, line them up lowest to highest, and flip them.
How a Round Works
Each turn, in order:
- Place the domino you claimed last round into your kingdom.
- Place your king on a domino in the new line, claiming it for next round.
Turn order is set by the previous line — the king on the top (lowest) domino goes first, working down. Choosing a low-numbered domino gets you an earlier pick next round; choosing a high-numbered one gets you a better tile now. That trade-off is the entire decision.
Placement rules
- Your kingdom may never exceed 5×5 squares.
- Your starting tile and castle do not have to be in the middle — put them anywhere, as long as the finished kingdom fits in a 5×5 grid.
- A domino may be placed horizontally or vertically, but at least one of its squares must match the terrain of a square it touches.
- The starting tile is wild — any domino can be placed next to it.
- Once a domino is placed, it cannot be moved.
If a domino cannot legally be placed — because it would break the 5×5 limit or matches no available terrain — it is discarded.
That is the only way to discard. If a legal placement exists, you must take it, even when it wrecks your plan.
How to Win
The game ends once all dominoes have been played.
Score each territory separately:
connected squares × crowns in that territory
Two territories of the same terrain type that are not connected score separately — they do not combine. A big region with zero crowns still scores zero.
Add up every territory. Most points wins. Ties go to the player with the largest single territory; if still tied, the victory is shared.
Variants
| Variant | Rule |
|---|---|
| The Mighty Duel | An advanced two-player game using all 48 dominoes, with each player building a 7×7 kingdom. |
| Harmony | Score 5 bonus points for completing a 5×5 (or Mighty 7×7) kingdom with no gaps. |
| Middle Kingdom | Score 10 points if your castle ends up centred in your kingdom — gaps are still allowed. |
| Dynasty | Play three games in a row and total the scores; most points overall wins. Play more than three if you like. |
Common Mistakes
- Chasing size instead of crowns. Squares multiply crowns. Without a crown, the multiplication gives you nothing.
- Forgetting the 5×5 limit. It is easy to build outward and realise too late you have no legal placement left.
- Assuming the castle goes in the centre. It can sit anywhere — only the Middle Kingdom variant rewards centring it.
- Discarding by choice. You may only discard a domino that genuinely cannot be placed legally.
- Merging separated territories. Same terrain type does not mean same territory — they must be connected.
- Ignoring turn order. Taking the low-numbered domino is often worth more than the tile itself, because it buys first pick next round.
- Playing two players with the full set. Use 24 dominoes and two kings each, unless you are playing The Mighty Duel.
Frequently asked questions
- How is Kingdomino scored?
- Each territory scores its number of connected squares multiplied by the number of crowns inside it. A territory with no crowns scores nothing, no matter how large it is.
- How big can your kingdom be in Kingdomino?
- Five by five squares. Your starting tile and castle can sit anywhere within that grid rather than the centre, but the finished kingdom can never exceed 5x5.
- How does turn order work?
- It is set by where you placed your king in the previous line of dominoes. The king on the lowest-numbered domino goes first, working down to the highest. That is the core tension — a weaker tile now can buy you first pick next round.
- What happens if you cannot place a domino?
- It is discarded. But that only applies when there is genuinely no legal placement — if you can place it somewhere, you must, even if it ruins your kingdom.
- Do two territories of the same terrain combine?
- Only if they are connected. Two separate forests are scored as two separate territories, each with just its own crowns.
- How does the two-player game differ?
- Each player takes two king meeples instead of one, and you only use 24 of the dominoes. Alternatively, play The Mighty Duel with all 48 dominoes and 7x7 kingdoms.
- What breaks a tie in Kingdomino?
- The player with the largest single territory wins. If they are still tied after that, they share the victory.


