How to Play Bergen
Bergen is a straightforward but tactically satisfying domino game for two to four players, played with a standard double-six set. Points are scored by manoeuvring the open ends of the domino line so that both ends show the same pip value, creating what the game calls a double-header or, in the best case, a triple-header.
Its appeal lies in that balance between simplicity and genuine decision-making. The rules take five minutes to learn, yet a single tile placement can swing the score dramatically. Bergen is well suited to kitchen tables, travel, and any setting where you want a game with real competitive bite but no complicated equipment.

A little history
Bergen's precise origins are unclear. It is traditionally associated with the family of European block-and-score domino games that became widely popular in the nineteenth century, and its name has long been linked to Bergen in Norway, though no firm documentary evidence confirms that connection. It appears in domino rulebooks published in several European countries and has been a staple of standard domino collections for well over a century.
Setting up
- Place all 28 tiles face down and shuffle them thoroughly.
- Each player draws their starting hand: six tiles each for two players, five tiles each for three or four players.
- Leave the remaining tiles face down as the boneyard (reserve).
- The player holding the highest double places it first. If no player holds a double, the player holding the tile with the highest total pip count plays first.
- Arrange your hand so only you can see your tiles.
How to play
- On your turn, play one tile from your hand by matching one of its ends to an open end of the domino chain. The chain always has exactly two open ends.
- If you cannot play, draw one tile from the boneyard. If that tile plays, place it immediately. If it still does not play, your turn passes.
- If the boneyard is empty and you cannot play, your turn simply passes.
- Score points immediately after placing your tile, before the next player takes their turn (see Winning for exact scoring).
- Play continues clockwise until one player empties their hand or no player can play and the boneyard is empty (a blocked game).
- Doubles are placed crossways on the chain as usual, but for scoring purposes only the pip value of the double matters, not its orientation.
- The two open ends of the chain are the only ends that count for scoring; the middle of the chain is irrelevant once tiles are placed.
Winning and scoring
Score points immediately each time you place a tile that creates one of these situations. A double-header scores 2 points: both open ends of the chain show the same pip value. A triple-header scores 3 points: both open ends show the same pip value AND the tile just played is itself a double showing that same value. No other placements score points.
The first player to accumulate 15 or more points wins the game. In a blocked game, where no one can play and the boneyard is exhausted, the player who plays last scores 1 point for going out. If the winner empties their hand, they score 1 bonus point for going out. The first player across 15 points in total wins.
The fine points
The most common dispute concerns the triple-header: it requires all three conditions simultaneously: both open ends must match each other AND the tile just played must be a double bearing that exact pip value. A player who places a double that creates matching ends but where the double's pip value differs from those ends scores only a double-header (2 points), not a triple-header. Settle this before play begins to avoid arguments mid-game.
In a blocked game, if two or more players tie for the most tiles remaining in hand, the standard ruling is that no bonus point for going out is awarded; it is simply not scored. Some groups award 1 point to the player who played last before the block occurred, which is equally defensible. Choose one rule and apply it consistently throughout the session.
How to win more often
- Track which pip values have already been played heavily. If fives are almost exhausted in the chain and in visible play, building toward a five-five double-header is likely futile.
- Hold your doubles back when possible. A double is the only tile that can deliver a triple-header, so playing it at the right moment for 3 points rather than 2 is almost always worth a slight delay.
- Count your opponents' draws from the boneyard. The more they draw, the weaker their hand on specific pip values, and you can steer the open ends toward suits they cannot match.
- When you are ahead, look for ways to close the game quickly by emptying your hand. The 1-point bonus for going out can be decisive when scores are close to 15.
- In a two-player game, pay close attention to what your opponent draws. You know every tile in the set; subtract the ones played and the ones in your hand, and you can deduce a great deal about what they are holding.
Variations
Short Bergen (10-point target)
Play with a target of 10 points rather than 15. This makes each individual scoring play more consequential and suits younger players or sessions where time is limited. All other rules remain identical.
Bergen with a Double-Nine Set
Using a double-nine set (55 tiles) rather than a double-six set extends the game considerably and suits three or four players well. Each player draws seven tiles. The higher pip values create more opportunities for unexpected double-headers and keep experienced players guessing for longer.
Team Bergen
With four players, pair up into two teams of two sitting opposite each other. Scores are pooled per team rather than tracked individually, and the first team to reach 15 points wins. Partners cannot show each other their tiles or advise each other on plays, but over time they learn to recognise each other's steering and work the open ends cooperatively.
Cumulative Bergen
Instead of playing to a single target score in one round, play a fixed number of rounds (typically five) and the player with the highest cumulative total wins. This format rewards consistency and reduces the luck element of a single strong hand in any one round.
Bergen: frequently asked questions
What exactly counts as a double-header?
A double-header occurs the moment you place a tile that makes both open ends of the domino chain show the same pip value. It scores 2 points and is checked immediately after every placement.
Can you score a triple-header without placing a double tile?
No. A triple-header requires that the tile you just played is itself a double, that both ends of its pips match the open ends of the chain, and that all three values are the same. A non-double tile can only ever produce a double-header at best.
What happens if no one can play at the start of the game?
This cannot happen at the very first turn because the opening player is required to place the highest double in their hand. If genuinely no double exists in any hand, the player with the highest total pip count plays, so there is always a legal opening move.
How many tiles do players draw at the start?
Two players draw six tiles each. Three or four players draw five tiles each. The remaining tiles form the boneyard.
Is Bergen suitable for young children?
Yes. The scoring is simple enough for children aged around six and up to grasp, particularly if you explain double-headers with a visual example before the first game. The arithmetic involved is very basic.
What happens when the boneyard runs out and a player still cannot play?
That player's turn simply passes. Play continues with the other players until someone goes out or all players are blocked. A fully blocked game ends immediately and the last player to have placed a tile scores 1 point for going out.
Do you score points every turn, or only on special turns?
You only score on turns where you create a double-header (2 points) or a triple-header (3 points). Most turns score nothing. The 1-point bonus for going out is the only other scoring opportunity.
Can Bergen be played with just two players?
Yes, and it works very well as a two-player game. Each player draws six tiles and the smaller number of players makes it easier to track which tiles remain in the boneyard and in your opponent's hand, which rewards careful deduction.