We study the behaviour of some tiling games by computing the average
score a player can obtain, as a function of the probability to make a
mistake. The idea originates from the well-known Tetris game and the
problem is approached by using a method similar to the one presented
in [MSV00], where it is described an algorithm to
determine the number of ways a strip,
fixed and
can be tiled with some given set of pieces. In that
paper it is proved that the set of possible tilings can be generated
by a regular grammar. From the grammar it is routine to find the
rational generating function
counting the number of tilings of a
strip
with
pieces. Here we show how similar arguments can be used to
study tiling games having rules analogous to Tetris.