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Mexican Train strategy
Before you play a tile, find the longest chain you can build from your own train's open end. Those tiles are safe: nobody else can play on your train while it has no marker. Lay that chain on your first turn, then use your other turns to get rid of the tiles that don't fit it, biggest first, on the Mexican Train and on marked trains.
Plan your own train first
Say the engine is the double 12 and you hold 12-5, 5-7, 7-8, 8-3, 9-11 and 4-6. Your chain is 12-5, 5-7, 7-8, 8-3: four tiles that go on your train in that order. The 9-11 and 4-6 are orphans. They only leave your hand if some public train happens to end in a 9, 11, 4 or 6.
That split decides most turns. Your chain tiles will always have a home, as long as nobody else gets onto your train. Orphans won't, and they're the tiles that cost you at the end of a round. So when you have a choice, play an orphan on a public train and keep the chain for later. Out of two orphans, play the one with more pips: a 9-11 left in your hand costs 20, a 4-6 only 10.
Our strong computer player works exactly this way. Every turn it works out the longest chain it can build from its train's end, then picks the move that leaves it the fewest orphan tiles and pips. Against a player that just plays its biggest tile, it won 480 of 500 two-player games, 277 of 300 three-player games and 276 of 300 four-player games (one strong player against all easy ones).
Your first turn: lay the whole chain, especially with four players
Under pagat's main rule you can lay as many tiles as you like on your train on your first turn. It's tempting to hold some back, so you're never stuck later. We tested that: one strong player laid just one tile on its first turn and kept the rest; the others laid their whole chain.
| Game | Player who laid one tile won | Its average final total | The others' average total |
|---|---|---|---|
| 2 players | 267 of 500 | 320 | 332 |
| 4 players | 0 of 300 | 798 | 355 |
With two players it hardly mattered. With four it was a disaster. The reason is time. In our two-player games a round lasted about 29 turns per player; with four players, about 9. Someone goes out before you get to play the tiles you saved, and you're caught holding them. Lay the chain. In our test games, players laid 9.0 tiles on an average first turn.
Sometimes you can't start at all. With 15 tiles from the 90 left after the engine is set aside, the chance that none of them matches the engine is 9.5%, about one round in ten. Our test games came out at 9.6%.
Get your marker off fast
A marker invites everyone onto your train. One tile from someone else changes your open end, and the chain you planned may not fit any more. So when you've been marked and two moves look about equal, take the one on your own train: it closes the door. We'll be straight about the evidence, though. We haven't measured this, so treat it as a tiebreaker. The other side of it: when an opponent's train is marked, that's a place to dump orphans, and maybe to change their end to a number you suspect they don't hold.
Doubles: play them when you can follow up
A double is a free extra play, as long as you have a second tile to put down after it. Without one you have to draw, and if the drawn tile doesn't fit, you pass with a marker and leave an open double for the next player. Our strong player checks for a follow-up before it plays a double. We tested a version that didn't check: it won 247 of 500 two-player games against the careful one, with an average total of 313 against 303. That gap is small enough that chance alone could explain it, so don't agonize over it. Just look for the second tile before you lay the double.
An open double also forces the next player's hand: they must cover it or draw. If you hold several tiles of the double's number and the others seem short of it, leaving it open can cost them a draw. Covering a double counts as your turn, so it's a good place for an orphan with that number.
Mind the big tiles and the clock
The 91 tiles hold 1,092 pips, an average of 12 a tile, so a fresh 15-tile hand averages about 180. The double 12 alone is 24. A round can end fast: in our four-player games someone went out after about 34 turns in all. If a player is down to two or three tiles, stop saving anything and play your highest tiles wherever they fit.
Draws add up too. In our two-player games each round had about 31 draws, because there are 60 tiles in the boneyard and only two hands to play from. With four players it was about 12.
Our numbers
| What we measured | 2 players | 4 players |
|---|---|---|
| Games in the test | 500 | 300 |
| Rounds that ended blocked (nobody could play) | 6% | 0.4% |
| Rounds where the player who started went out first | 48% | 26% |
| Turns in an average round, all players | 59 | 34 |
| Average score per player per round | 23.4 | 29.9 |
| Average final total after 13 rounds | 304 | 389 |
Method: full 13-round games between copies of our strong computer player, each with its own shuffle, using pagat's first-turn rule and 15 tiles each, October 2026. The script and its output are in our site's code. Computer players aren't people. Real players hold back, bluff and misplay in ways ours don't, so treat these as one well-defined benchmark, not a law.
Practice with hints
The quickest way to learn the chain habit is to play and check. In our Mexican Train game online, the Hint button marks the tile and train the strong computer would pick and says why: the next tile of your chain, an orphan to shed, a double you can follow up, or your marker to clear. You get 6 hints a game. If you play with real dominoes, our printable score sheet keeps the totals.
Sources
- Our simulations and exact counts, October 2026, using the same code as our game (scripts/mexican-train-sim.test.ts).
- John McLeod, "Mexican Train", pagat.com (the rules the test games follow).
Keep playing
- Play Mexican TrainAgainst 1 to 3 computer players or a friend, scored for you.
- How to playThe deal, the trains, markers, doubles and scoring, step by step.
- Score sheetPrintable sheet and an on-screen score keeper for real dominoes.
- CribbageFifteen two, fifteen four: race to 121 against the computer or a friend.
- Spite and MaliceA two-player card race, against the computer or a friend.
- FarkleRoll six dice, keep the scorers and know when to bank.
- Hand and FootThe canasta-style favorite: play your hand, pick up your foot, make your books.