A running scorecard for four players with the block and draw scoring on the sheet — plus the All Fives rule for tables that score during play, not just at the end.
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Straight dominoes — block and draw — scores at the end of each round: the first player to empty their hand wins the round and scores the total pips left in every other hand. This sheet tracks that as a running total per player to an agreed target, with 100 the common game.
The two classic forms differ only in what happens when you can't play. In the draw game you draw from the boneyard until you can. In the block game you simply pass. Everything else — leading with the highest double, matching ends, scoring — is the same.
When nobody can play and the boneyard is empty, the round is blocked: hands are revealed, and the player with the lowest pip count wins the round, scoring the difference between their count and each opponent's (or the total of the others' pips, by house preference — agree first).
The popular scoring variant — also called Muggins or Sniff — adds points during play: whenever the open ends of the layout total a multiple of five, the player who made it so scores that total immediately. End-of-round pips still count, usually rounded to the nearest five. If your table plays All Fives, the running columns on this sheet absorb both kinds of score.
The round-by-round columns also work for Spinner — the wild-domino variant — and any other dominoes game scored by round totals: write each round's points in its row and keep a running sum.
Who goes first? The holder of the highest double leads it. If no double was drawn, reshuffle or lead the heaviest tile by agreement.
What do you play to? 100 is the common target with a double-six set; 150 and 200 suit longer sessions.