Note: In the description below, Obj A is the static object at the bottom of the screen and obj B are objects falling from the top of the screen in a space-invader like style.
OK - a creative solution - When the collision (between Objs B and Obj A) would happen, I switched the animation (in B) to from "alive" to "die" but sometimes I would get two and three registered "hits" which made my score go up inaccurately (one point per hit). So some hits would register 2 or 3 therefore giving me multiple points - which was not my intention. One collision = 1 hit = 1 point. I was disabling collision on hit and this still did not work (as well as Trigger Once While True) so we out smarted it old-school style based on the comments and creative thinking in the above suggestions(?)
SOLUTION: When the collision happens, the animation shifts to "die" and in the die animation, I made the collision area 2x2 pixels and tucked it in the bottom right hand corner, thus preventing a second collision from happening. I moved the collision area on Obj A "alive" up slightly so that when a collision happened the "die" collision was already below the Obj A thus making it impossible to hit a second time. I have tested this with dozens of falling Obj Bs and it is spot on accurate. (and no complicated code was required).
Thanks for the assistance Lesley and Dr Hasan.