Tally

The tally is as follows, match after match:

  1. Points for target 100 or 200 pips
  2. The losers obtain zero points for each match lost.

    Three points are obtained to those who win the match when achieved or exceeded 100 or 200 pips; the loser made zero pips.

    Two points are obtained by the winners of the match when achieved or exceeded 100 pips; the loser made between 1 and 50 pips. Or exceeded 200 pips; the loser made between 1 and 100 pips.

    One point is obtained by the winners of the match when achieved exceeded 100 pips; the loser made between 51 and 99 pips. Or exceeded 200 pips; the loser made between 101 and 199 pips.

  3. Match Point
  4. Those who win the match obtain one Match Point regardless of the result of the scoring pips.

    Those who lose the match obtain zero Match Points regardless of the result of the scoring pips.

  5. Pips in favor
  6. 100 or 200 pips are obtained in favor of the winners of the match. The pips in favor of the losers are those in his favor in the scoring board. If time rules were set and the hand was not completed, the match is won by the player with the highest tally on the scoreboard. The pips in favor of the winners will be those stated in the scoreboard, in these case the pips in favor of the winners will be those stated in the scoreboard.

  7. Pips against
  8. The pips against the winners will be the pips in favor of the losers. The pips against the losers will be 100 or 200 or if there were time rules, the points in favor of the winners stated in the scoreboard.

  9. Effectiveness
  10. Effectiveness is obtained from the subtraction of the pips in favor minus the pips against and the penalties. For Run Out target is hands won minus hands lost. It is cumulative match after match throughout the game.

  11. Penalties
  12. The system must be configured to receive negatives for committing faults of any player. The system will have a window to capture the penalties. The system discounts the negative data from the effectiveness of each player, imposing will depend on the organizer. In the event, the organizer applies the punishment in pips on the offending player.

  13. Ordering
  14. The system will obtain the classification match when ordering the subsequent data: points from highest to lowest, match points from highest to lowest, effectiveness from highest to lowest, pips in favor from highest to lowest and pips against lower to higher.

  15. Winners
    • Rounds
    • The match is won by the player who at the end of the round accrues more points.

      In case of a tie, the one who achieved more Match points, will win.

      If the tie persists, the one with higher effectiveness.

      If the tie continues, whoever has more Pips in favor.

      If the tie continues, whoever has less Pips against.

      If still tied, the one who has the best differential among those tied.

      The differential is obtained from the results between the same players tied, when they confronted each other.

      Desde el punto de vista de la apuesta se gana conforme a los resultados de la operación.

    • Round Robin
    • The match is won by the player who at the end of the round accrues more points.

      In case of a tie, the one who achieved more Match points, will win.

      If the tie persists, the one with higher effectiveness.

      If the tie continues, whoever has more Pips in favor.

      If still tied, the one who has the best differential among those tied.

      The differential is obtained from the results between the same players tied, when they confronted each other.

      From the point of view of the bet is won according to the results of the operation.

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We place at your disposal the Pastime Games Guideline for AMIGOS POR EL DOMINÓ. Herein you will find the information so you can organize dominoes games with your family and friends at home or club.

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