How to Play Kingdomino: Draft Order, Placement & Scoring

Kingdomino is a tile-drafting game where every domino affects both your kingdom and your position in the next draft. On your turn, place the domino you previously claimed, then choose one available domino from the next numbered line. After the final placement, each connected territory scores its number of squares multiplied by the number of crowns in that territory.

Researched rules guide. Checked September 15, 2026 against Blue Orange’s current Second Edition rules and product page. This page covers the standard 2–4 player base game; Mighty Duel and other variants are identified separately. No hands-on testing is claimed. Editorial standards.

On this page: Set up by player count · Order the dominoes and claim one · Place first, then choose · Follow the 5×5 placement rules · Score territories with crowns · Use the correct 2- and 3-player adjustments · Separate variants from the base game

Set up a starting tile, castle and king meeple

Each player takes a starting tile, matching castle and the number of king meeples required for the player count. Place the castle on the starting tile.

Shuffle the 48 dominoes with their numbered sides hidden from players until drawn. The exact number used depends on player count.

For the standard four-player game, each player uses one king and all 48 dominoes are used.

Sort each new offer from lowest number to highest

Draw four dominoes, place them in ascending numerical order with the terrain sides hidden, then flip them to reveal the landscapes.

For the first selection only, determine player order randomly. Each player places a king on one available domino to claim it.

Then reveal a new sorted line of dominoes beside the claimed line. From now on, the order of the kings on the current line determines turn order: the king on the lowest-numbered domino acts first.

A normal turn has two actions in order

  • 1. Add your previously claimed domino to your kingdom.
  • 2. Choose one available domino from the next line and place your king on it.

The domino you choose now is not placed immediately. You place it when your king’s position determines your turn in the next round.

Higher-numbered dominoes generally contain stronger combinations of terrain and crowns, but choosing one usually means acting later in the next round.

Every placed domino must obey two connection rules

Your standard kingdom may never exceed a 5×5 square boundary.

At least one square of the new domino must touch a matching terrain square horizontally or vertically. The four sides of the starting castle tile are wild and can connect to any terrain.

Both halves of the domino must fit. Diagonal contact does not count as a connection.

Once placed, a domino cannot be moved. If a claimed domino cannot be placed legally because of the 5×5 limit or lack of a matching connection, discard it. Under the current rules, you may not voluntarily discard a domino that has a legal placement.

Score each connected territory separately

A territory is one connected group of the same terrain type joined horizontally or vertically.

For each territory:

territory score = number of connected squares × number of crowns in that territory

A six-square forest with two crowns scores 12 points. A nine-square lake with zero crowns scores 0.

Disconnected areas of the same terrain type are separate territories. Their squares and crowns cannot be pooled.

Add all territory scores. The highest total wins. Under Blue Orange’s current US Second Edition rules, a tie goes to the player with the largest single territory; if still tied, the tied players share victory.

Two and three players use different draft adjustments

Two players: each player uses two kings. Randomly select 24 of the 48 dominoes for the standard game. Each player claims and later places two dominoes per round, one for each king.

Three players: each player uses one king. Under the current Second Edition rules, use all 48 dominoes and reveal four per round. After all three players claim one domino, discard the unclaimed fourth domino.

Four players: each player uses one king and all 48 dominoes are used, with all four claimed each round.

Optional variants change scoring or kingdom size

  • Mighty Duel: two players use all 48 dominoes and build 7×7 kingdoms.
  • Harmony: add 5 points for a complete grid with no gaps.
  • Middle Kingdom: add 10 points when the castle is centered in the kingdom grid.
  • Dynasty: play three games and combine scores.

These are optional rules. A basic 5×5 game does not require the castle to be centered unless your group is using Middle Kingdom.

Common Kingdomino rules mistakes

  • Placing the domino you just selected immediately: you place the domino claimed from the previous line first, then choose your next one.
  • Connecting only diagonally: a valid terrain connection must be horizontal or vertical.
  • Scoring a crownless territory: zero crowns means zero points regardless of size.
  • Combining disconnected terrain: separate groups of the same terrain score separately.
  • Forcing the castle into the center: that is only relevant to the optional Middle Kingdom bonus.

Sources and scope

Checked September 15, 2026. This page follows the current Blue Orange US Second Edition base rules. Older printings can differ in three-player setup and tie-break wording. Queendomino, Kingdomino Origins and Kingdomino Duel are separate products.

Browse all BoardGame Archive rules and how-to guides.

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