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How to play Kingdomino

A complete guide: the line of dominoes and the turn-order rule, rotating and placing tiles in a 5×5 grid, matching lands, scoring by crowns, the controls on muta.pro and tactics for beginners.

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In brief

Goal
Build the most valuable kingdom
Players
2–4
Game
15–30 min
Difficulty
Medium
Genre
Strategy

Goal of the game

Kingdomino is a tile-laying game for 2–4 players. On muta.pro you play against three bots — Gwen, Olaf and Ingrid. Each participant has their own private kingdom — a 5×5 grid with a castle in the center. Dominoes are drafted from a shared deck, and each half of a domino is a patch of terrain with or without crowns. The task is to lay tiles in your grid so as to build large single-type regions with crowns and score more points than your rivals.

Setup: the 5×5 kingdom and the deck

In front of each player is an empty 5×5 grid with a castle in the center: that is where the kingdom starts to grow. The game uses a deck of 28 dominoes. Each domino consists of two halves, and each half shows one of six terrain types: Field, Forest, Water, Grassland, Mountain, Swamp. Some halves carry crowns — from 0 to 3: it is they that turn land into points. The more crowns a tile has, the more valuable it is — and the more you will “pay” for it in turn order.

Course of play

The line of dominoes

At the start of a round a line of available dominoes is laid out. They are sorted by number of crowns: the fewer crowns, the higher the tile sits in the line; the more crowns, the lower and more valuable it is.

Choosing a tile

Players take turns picking one domino from the line. Choose with an eye on the terrain you need, on the crowns, and on your position in the next round.

The turn-order rule

Whoever took the more valuable domino (it sat lower in the line) plays later in the next round. It is a balance of greed and tempo: an expensive tile today means a late pick tomorrow.

Rotate and place

The domino you took must go into your kingdom. The “⟳ Rotate” button turns the tile through four orientations; valid cells are highlighted in gold — click a highlighted one and the tile will occupy two adjacent cells.

Matching lands

At least one half of the domino must border a land of the same type or the castle. If the tile cannot be connected to your kingdom, you may discard it.

Crowns and points

By joining matching terrains into large regions and filling them with crowns, you raise your kingdom's score. The score shows in the header of your grid and in the table on the left, and updates live.

Scoring and winning

Points in Kingdomino come from connected regions of a single terrain. A region's points are figured by the formula: the number of its cells × the number of crowns in that region. If a region has no crowns at all, it brings 0 points no matter how large the patch is — so a big land with no crowns is useless, while a small one with three crowns is already valuable. Your kingdom's score is the sum of points across all regions; on muta.pro it is shown in the kingdom header and in the table on the left, and is recalculated after every move. At the end of the game the player with the most points wins. During play you can chat with the bots.

Controls on muta.pro

🖱️
Choosing a tile
Click a domino in the line of available tiles to take it for yourself. The phase hint on the right will say “Your turn — choose a tile”.
Rotate
The “⟳ Rotate” button spins the domino through four orientations so it fits neatly into your kingdom.
Placement
Click a kingdom cell highlighted in gold — the tile will occupy two adjacent cells. The hint changes to “Place the tile in your kingdom”.
🗑
Discard, new game, chat
“🗑 Discard” removes a tile when there is nowhere to place it. “↻ New game” starts play again. On the right is the phase hint (“Opponent's turn…”) and chat with the bots.

Tips for beginners

Chase the crowns

Land with no crowns gives zero points. Whenever you can, take dominoes with crowns — they are what turn patches into points.

Keep regions large

Join cells of the same terrain into a big region: its size is multiplied by its crowns, so a large patch with crowns is especially valuable.

Sometimes take cheaper

A less valuable tile from the top of the line gives an early turn in the next round. Sometimes tempo matters more than one extra crown.

Don't box yourself in

The grid is only 5×5. Plan ahead so that large tiles have somewhere to go later and you don't have to discard them.

Strategy: crowns decide everything

Region area is easy to grow, but crowns are a limited resource: there is a finite number of them in the whole deck, and every one that goes to a neighbor is lost to you forever. That is why an experienced player judges a tile not by how pretty the terrain is, but by the question “how many points will this crown give in my kingdom?”

Count points, not cells

A region's points are cells × crowns. One crown in a region of five cells is worth 5 points; the same crown in a one-cell region is worth just 1. Pull crowns to where a large land has already been cleared for them.

Double and triple crowns are the priority

A half with two or three crowns is rare and multiplies your score several times over at once. Such tiles are almost always worth taking first, even at the cost of a late turn in the next round.

Don't hoard land without crowns

A giant field of eight cells with not a single crown brings exactly 0 points. There is no sense in growing that terrain type any further — better to give the room to a region a crown will actually reach.

F
F
F♛
F
F
F
F♛
F

One forest region of 8 cells with 2 crowns is 8 × 2 = 16 points.

Layout tactics in the 5×5 grid

The kingdom must fit inside a 5×5 square: if a tile sticks out past that frame by even one cell, it cannot be placed. Half the game you are fighting not the bots but your own geometry — which is why you must plan your shape from the very first moves.

The castle is the center, not the edge

Start growing out from the central castle a little in every direction, rather than stretching into a single line. A compact kingdom leaves more legal cells for future tiles.

Keep matching edges open

Keep a few cells of each terrain you need open along the edges of a region — that is where you will attach the next tile of the same type. Wall a land in on all sides and you shut off its growth.

Holes are losses

An empty cell surrounded by foreign lands will most likely stay unfilled: it needs a tile of exactly the right type and orientation. Avoid creating “pockets”.

W
W
Fd
Fd
F
W
🏰
Fd
F
M
M
Gr
Gr
Gr

Castle in the center, growth in every direction; the highlighted hole will be hard to fill.

The turn-order rule: greed versus tempo

The key mechanic of Kingdomino is that a tile's price is your turn order in the next round. Take an expensive domino at the bottom of the line and you play last, picking over the leftovers. Take a cheap one at the top and you choose first from a fresh line. The mastery here is balancing immediate gain against control of the queue.

An early turn is worth more than one crown

The first pick from a new line often gives access to the strongest tile of the game. Sometimes it is worth taking a modest domino now in order to grab the tasty piece in the next round.

Read your opponents' needs

If a neighbor desperately needs water and you don't care — take the contested water tile first. In a two-player game such a spoiling move is worth more than points right now.

The last round is pure greed

On the final tile turn order no longer matters: there is no next round to order. Take the most crowns without a glance at position.

top
0 ♛ · you play first
bottom
3 ♛ · you play last

The line is sorted top to bottom: the more valuable the tile, the later your next turn will be.

Common beginner mistakes

Kingdomino forgives little: one bottled-up region or a couple of discarded tiles can easily cost you the game. Here are the slips that most often separate a beginner from a winner.

  1. Chasing size without crowns. Building the largest field in your kingdom is pointless if not a single crown ever reaches it — the result is 0 points.
  2. Forgetting the 5×5 frame. Stretch into a long gut on the fourth move and you will later be physically unable to place a large tile and forced to discard it.
  3. Always taking the most expensive tile. Constant greed keeps you at the back of the queue — your rivals skim the cream first, round after round.
  4. Breeding many small regions of the same type. Three separate forests with one crown each give 3 points; the same forest and the same crowns in a single region give 9. Join same-type lands together.
  5. Discarding out of laziness. Discarding is a last resort. Before it, always spin the tile with “⟳ Rotate” through all four orientations: a legal cell is often found.

Check before discarding

Before pressing “🗑 Discard”, make sure not a single highlight lights up in any of the four orientations. A lost tile means missed crowns.

Think a round ahead

When choosing a tile, already reckon where it will lie and what turn it will give you in the next round. Reactive play — “took it, will fit it somewhere” — loses to planned play.

Frequently asked questions

How many players and who are the opponents?
From 2 to 4. On muta.pro it is you and three bots — Gwen, Olaf and Ingrid, each with their own 5×5 kingdom.
How is the score counted?
For each region of a single terrain: its number of cells is multiplied by the number of crowns in it. Your kingdom's score is the sum across all regions.
Where can a domino be placed?
At least one of its halves must border a land of the same type or the castle in the center. Valid cells are highlighted in gold.
What if there is nowhere to place a tile?
Press “🗑 Discard” — the domino leaves the game and the turn passes on.
Which is better — a large region with no crowns or a small one with crowns?
A small one with crowns. A region without crowns gives 0 points regardless of size, while even a single crown on a pair of cells already earns points. Size works only as a multiplier for crowns.
Should you always take the tile with the most crowns?
No. A valuable tile sends you to the back of the queue in the next round, where the worst options are left. Sometimes a modest tile taken for an early turn pays off more in the long run.
How is it best to place the castle and the first tiles?
The castle sits in the center of the 5×5 grid; grow out from it evenly in all directions. A compact shape leaves more legal cells and lowers the risk of running out of room for large tiles.
Can two separate regions of the same terrain be joined into one?
Only if their cells become adjacent along a side. As long as there is a gap between two forests, they are two separate regions and their points are counted separately — plan the junction ahead.
Why is it sometimes worth taking a tile I don't need?
To deny it to an opponent. If a bot desperately needs that terrain, a spoiling move on it can be worth more than the points the tile would have given you.
Is there any point in specializing in one terrain type?
In moderation. One or two large regions with crowns usually outweigh a scatter of small ones. But ignoring the other types entirely is risky — crowns arrive on different terrains, and flexibility helps you catch them.
Ready for a game?
Create a room, invite a friend by code, or play against a bot.

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