Triominos is a game copyrighted in 1997 by Pressman Toy Corp. and marketed by Kay Bee Toys in the United States and otherwise worldwide.

Playing the game

Points are scored based on the numbers on the tile played and when special placements are made.

There are 56 triangular tiles in the game. At the start, all of the tiles are face down. Players randomly draw their starting pieces. The specific number depends upon the number of players: a two player game uses 9 pieces per player to start. One player keeps score for all, using columns for each player and cumulative scores.

The player who draws the largest "triple" (all three numbers the same on the tile), begins the game by placing that tile. He scores 10 points plus the total value of the tile. The exception is that if the only triple tile held is triple zero the player earns 40 points. If no triple is held the player with the highest single tile value plays it and scores its value without the 10 point bonus.

In turn, each player places a new tile that lines up with the placed tiles. To place a tile, two of the three numbers must align with the adjacent tile. If the tile is placed such that it would touch two other tiles, then all of the adjacent numbers must match. (NB where the points of tiles meet the numbers are always the same; if they are not, someone has been allowed to misplace a tile and the round must be restarted).

If a player cannot place a piece he/she must draw a new piece. Each tile drawn penalises the player 5 points. Players must continue to draw until a matching tile is found or until they have drawn three tiles. If none of these three tiles can be placed the penalty is 25 points. If one of the three can be placed the score is the value of the tile less the penalty (may be a plus or minus sum).

Point Scores

Placing a tile. Add each number on the tile to score. (E.g. 5 + 3 + 1 = 9).

When a player can place a tile that completes a hexagonal shape (i.e. the 6th piece & all 3 numbers match), score the tile's points plus a bonus 50 points, less any penalty if pieces have been drawn. Bridges are made by matching one side of the tile and the point opposite. Score the tile's points plus a 40 point bonus, less any penalty if pieces have been drawn.

If a player is unable to place a tile when none remain to be drawn he loses 10 points. He may draw the last two tiles (penalty 10) and cannot play (total penalty 10 + 10). The round ends when no player can place a tile (whether or not all the face down tiles have been drawn), or one player runs out of tiles. A player who places his last tile gains 25 bonus points, plus the total of all of the remaining tiles his opponents have yet to play. If the round ends because no on can place a piece, then the player with the lowest tile total value gains the value in excess of his from each other player, but no bonus. (E.g. my tiles total value is 15. Other players have tile total value 23 - I get 23 - 15 = 8, value 27 - I get 27 - 15 = 12, and so on).

Further rounds are played until one player reaches total 400 points. He is not yet the winner, and may not be: this only signals that this is the last round, even if penalties later reduce his total below 400. The winner is the one who has the most points at the end of this last round.

Apart from the patterns formed by the tiles - often said to be much more enjoyable than dominos patterns - the fascination of the game depends on the following. The 56 tiles comprise almost every combination in threes of the numbers 0 to 5. Tiles with two numbers the same e.g. 3,3,5 may provide more possibilities for matches than those where all the numbers are different. In this case and crucially the three different numbers appear exclusively in clockwise ascending order, and it is this which determines the frustration faced by players unable to match their tiles. It also results in apparent potential hexagon or bridge spaces having no matching tiles in the set because the necessary numbers would have to ascend in anticlockwise order.

Much depends on the luck of the draw, but skill plays its part, if small. Players should be aware that they hold a matching tile or tiles and need to decide whether or not to play them or in which order to play them for their best advantage. They should be aware of potential hexagons or bridges, to avoid misplacing a tile which could be valuable. A player may consider it worthwhile to set up potential hexagons and bridges, since this may or may not be to his own benefit; they may even hold the necessary tile to use in his next move. He may feel that placing a tile to which others can be matched is preferable to placing it to form an "impossible" hexagon or bridge.