You build a 5 by 5 kingdom from dominoes of terrain. The domino you pick decides when you go next, so picking well matters. Each area scores its squares times its crowns, and the biggest total wins.
What age is Kingdomino for?
Box says 8+
We suggest 7+ with an adult helping, 8+ on their own.
Placing a domino is easy, but the order of play comes from the king meeples and scoring multiplies squares by crowns. A 7 year old can play with an adult helping them count, and an 8 year old can do both alone.
Checked against the Kingdomino 2nd edition English rules from Blue Orange Games USA. Page numbers count the cover as page 1, so the contents and rules start on page 1. The main rules are written for 4 players, with changes for 2 and 3 players on page 4.
Kingdomino in seven steps
Scroll through the lesson while the kingdom follows along, and tap things to try them. Then play a short game against a bot right underneath. The 48 dominoes here are invented, because the numbers, lands and crowns on the real ones are printed on the pieces. The rules are the real ones.
Step 1 of 7: The goal
1
The goal: build a kingdom, score its lands
You build a kingdom out of dominoes. Every domino has two squares of land, and some squares carry crowns. At the end, each patch of the same land scores its squares times its crowns. The highest total wins.
BuildAdd one domino to your kingdom each turn.
Keep it smallYour kingdom can never be more than 5 squares wide or 5 tall.
MultiplyA patch of 4 forest squares with 1 crown scores 4. With no crowns it scores nothing.
The thick lines on the board show the patches. These are called territories.
2
Setup: a castle, a king, a line of dominoes
Everyone gets a castle on a starting tile and a king. The dominoes are shuffled face down. Four are turned up and lined up in number order, lowest at the top. One player holds all the kings and pulls them out one at a time, and in that order each player puts their king on a domino to claim it. Try the player counts.
3
Where a domino can go
A new domino must touch your kingdom along a side, and at least one of its squares must touch the same land. Your castle counts as every land, so anything can touch it. Squares that only meet at a corner do not count. Try it: pick a domino, rotate it, and tap the board.
Playing with younger kids? House rule: a grown-up checks each domino against this rule before the kid lets go. It is not in the rulebook.
4
Choosing a domino sets the order
After you add your domino, you put your king on a new one from the next line. The domino you pick decides when you play next round: the lowest number goes first. Higher numbers tend to be better, but you wait longer. Try it.
5
When a domino does not fit
If your domino has nowhere to go, because no side matches or it would break the 5 by 5 limit, you throw it away for no points. But only when it truly cannot be placed. Try both.
This lake and lake domino has nowhere to go. Try tapping the two empty squares, then discard it.
6
The end of the game
You play until the dominoes run out. In the last round no new line is laid out, so you only add the domino you already hold. A 4 player game takes 12 rounds. A 2 player game uses only 24 dominoes, with 2 kings each, so it takes 6.
Last roundAdd your last domino. No new line, no king to place.
ThenEveryone scores their kingdom.
7
Scoring a finished kingdom
A territory is a group of squares of the same land that touch along a side. Multiply its squares by its crowns. Add every territory. Two patches of the same land that do not touch score separately. Tap a territory to light it up.
Tap a territory to light it up on the board.
Total
Largest territory, squares
Tied on points? The player with the largest territory wins. Still tied? You share the win. Two official variants add bonuses (page 4 of the rulebook): Harmony gives 5 for a complete 5 by 5 grid, and Middle Kingdom gives 10 for a castle in the centre of a 5 by 5 kingdom. The practice game below lets you turn them on.
Practice game
You play 2 players against a bot, with 2 kings each and 24 dominoes, so a game takes 6 rounds. Squares you can place the domino on are ringed. Rotate the domino, then tap a ringed square: the square with the dot goes where you tap. The bot's moves show one at a time. At the end every territory is listed with its points.
Your kingdom
How do you teach Kingdomino to kids?
The box says 8 and up. We suggest 7 and up with an adult helping, and 8 and up on their own. It is a short game. Turns are simple, and the scoring is the only part that needs a grown-up.
Say this
We are building kingdoms out of dominoes. Each domino has two squares of land, and some squares have crowns.
Your kingdom can be at most 5 squares wide and 5 squares tall.
On your turn you add the domino you picked last time, and then you pick a new one by putting your king on it.
When you add a domino, one of its squares must touch the same kind of land, or your castle square.
The domino you pick sets when you go next round. Low numbers go first. Higher numbers tend to be worth more, but picking one means you pick later.
At the end, each patch of the same land scores its squares times its crowns. A patch with no crowns scores nothing.
The rulebook offers extra variants (page 4), but none is easier. It has no beginner variant, so every simplification below is a house rule.
First-game simplifications
House rule Let a grown-up check each placement against the connection rule before the kid lets go of the domino.
House rule Let a grown-up count the patches at the end, while the kids point out each patch, and use the scorer below.
House rule Let a kid take back one placement per game, as long as the next player has not gone yet. The rulebook says a placed domino can not be moved (page 2).
Watch-outs for kids ages 7 to 8
A domino must touch at least one square of the same land, or the starting castle square. The castle is wild on all four sides (page 2).
Your kingdom can not go past 5 by 5 squares. A domino that does not fit, or has no match, must be thrown away, but only if it truly can not be placed (pages 2 and 3).
You add your last-picked domino first, then pick a new one. Everyone picks next from the next line (pages 2 and 3).
A patch must touch side to side. Squares that only touch at a corner are not connected (page 3).
A patch with no crowns scores 0, however big it is (page 3).
The player whose king is on the lowest numbered domino goes first next round (page 2).
Back for another game?
Setup: each player has a starting tile with a castle, and a king (2 kings with 2 players). Line up 4 dominoes in number order and flip them. Players claim them in the order the kings were pulled (pages 2 and 4).
Your turn: 1. Add your last claimed domino to your kingdom. 2. Claim a new domino from the next line with your king (page 2).
Connection rule: your kingdom is at most 5 by 5. The new domino must touch the same land on another domino, or the starting tile, which is wild. Placed dominoes stay put (page 2).
Can not place: discard the domino, for no points. You can only discard if it really can not be placed (page 3).
Order: the king on the lowest number goes first in the next round (page 2).
Players: with 3, 1 king each, and discard the leftover domino every round. With 2, 2 kings each and 24 dominoes, claiming 2 dominoes a round (page 4).
Game end: when the draw pile is empty. Everyone adds their last domino (page 3).
Scoring: each patch of connected same land scores its squares times its crowns. No crowns, no points. Add the patches. Highest wins (page 3).
Tied? The largest patch wins. Still tied, you share the win (page 3).
Every turn, two actions
After the starting round, you do the same two things in the same order every turn.
AddPlace the domino you claimed last time. It must touch the same land or your castle, inside 5 by 5.
ClaimPut your king on a domino in the next line. If your last one had nowhere to go, discard it first.
PassThe player whose king is on the next lowest number goes next.
CheckOut of dominoes? Add your last one, then score.
How do you score Kingdomino?
For each player, add a territory for every patch of connected same land: its squares and its crowns. Each patch scores its squares times its crowns, and a patch with no crowns scores 0 (page 3). Press Who won? to see the winner. If players tie on points, the largest territory wins, and then they share the win (page 3). The two bonuses below are official variants and are off unless you tick them (page 4).
Your pocket card
For the table. The front is your turn, the back is scoring.
Kingdomino, the short version
Mostpoints wins
Add: the domino you claimed last time. It must touch the same land, or your castle.
Claim: put your king on a domino in the next line.
Fit: your kingdom is at most 5 by 5.
Low numbers go first. The game ends when the dominoes run out.