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Feral Worlds
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All Fives

Count the ends. Score the fives.

The dominoes game where you score as you play. After every tile, add up the open ends of the layout: make it a multiple of five, and those points are yours. Here is everything you need to know before you sit down.

  • Free practice
  • No sign-up
  • Play in your browser

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All Fives

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Players
2 to 4
You need
Double-six set
Style
Score as you play
Goal
250 points

What is All Fives?

Every tile is a sum.

All Fives is a matching game like Draw Dominoes, with one big change: you score during the hand, not just at the end. After every play, add up the numbers at the open ends of the layout. If the total is 5, 10, 15 or any multiple of 5, you score it.

The first double played is the spinner, and it opens the layout in four directions. More arms means more ends to add up, more ways to make a five, and more chances to leave the bot a gift.

The practice table

Try it

Learn it one count at a time.

Play against one bot with our Classic rules. Every play shows the count it leaves, and the coach explains when to score, when to play safe, and when to shed a heavy tile.

  • Quick game plays to 100. Full game goes to 250, like a real match.
  • Turn the coach off when you want to play it straight.
  • No account, no host, nothing saved.
Scoring chart
WhenLooks likeYou score
The ends add up to a multiple of 5The total
You go outTheir pips, to the nearest 5
Blocked, and your hand is lightestTheir pips, to the nearest 5
Blocked, and the hands tieNobody scores
Shuffling the tiles…

A little history

The pub game with the cross.

All Fives, sometimes called Muggins, is one of a family of dominoes games that score as you play. Its British cousin, Fives and Threes, is a pub game often scored on a cribbage board.

There are many local versions, with different hand sizes, targets and spinner rules. We teach one Classic version, from the long-standing rules at Pagat, and show it before every game.

Fun facts

  • After every play you add up the numbers at the open ends. Any multiple of 5 scores.
  • The first double played is the spinner, so a hand can grow to four open ends and many more ways to make a five.
  • Pips left in the other hand are rounded to the nearest 5: going out while your opponent holds 13 pips scores 15.
  • A blocked hand scores for whoever holds the fewest pips.

Why people love it

Arithmetic, but loud.

Points on every turn.

You do not wait for the end of the hand. Make a fifteen and the table hears about it.

The spinner changes everything.

One double turns a line into a cross, with four ends to count and four ways to play.

Defence matters.

Every count you leave is a target. Leave the bot one tile from a five, and it will take the points.

Easy to learn, slow to master.

Anyone can add up the ends. Knowing which tiles are still out takes a few games.

How to play

Match. Count. Score.

Setup

  • Players: two to four. Our practice table is you against one bot.
  • Set: one double-six set: 28 tiles, with ends from blank to six.
  • Your hand: nine tiles each with two players.
  • Boneyard: the other ten tiles, face down, ready to draw.

Winning

Points come from counts during the hand, and from going out at the end. Play hand after hand until someone reaches 250. That player wins straight away, even mid-hand.

  1. 1

    Any tile leads

    The leader plays any tile to start the layout. A lead that adds up to 5 or 10, like the 5-0 or the double 5, scores at once.

  2. 2

    Match an open end

    Play a tile against a matching number at an open end of the layout.

  3. 3

    The spinner opens four ways

    The first double played is the spinner. Once tiles are played on both its sides, its two ends open too.

  4. 4

    Count after every play

    Add up the open ends. A double at an end counts both halves. A multiple of 5 scores itself.

  5. 5

    Can't play? Draw

    Draw from the boneyard until a tile fits, and play it. With the boneyard empty, pass.

  6. 6

    Go out or get blocked

    The hand ends when someone plays their last tile, or when nobody can play.

These are our Classic rules, and they'll be shown in every room before the game starts. Printable rules card →

Lessons

Learn it in a few minutes.

6 quick lessons, one idea each. Make the call, see why it works, and move on. Your progress is saved in this browser.

Your progress0 of 6

Multiples of five

You play the 1-4, and the open ends of the layout show 6 and 4. What do you score?

Scoring

Make it a five.

You score during the hand whenever the ends add up to a multiple of 5, and once more at the end of the hand. End scores are rounded to the nearest 5.

All Fives when and you score
WhenYou score
The ends add up to a multiple of 5The total
You go outTheir pips, to the nearest 5
Blocked, and your hand is lightestTheir pips, to the nearest 5
Blocked, and the hands tieNobody scores

Example: the layout shows a 6 and a 4, so you score 10. Later you go out while the bot holds 6-4 and 2-1: that is 13 pips, which rounds to 15.

Strategy

Play it smart. Then play it feral.

  1. Tip 1

    Count before you play.

    Try each tile at each end and add up what it leaves. The table shows you the count for every play.

  2. Tip 2

    Watch what you leave.

    Each play leaves a count for the bot. Look at what one more tile could do to it, and leave the fewest ways to make a five.

  3. Tip 3

    Love the 5s and blanks.

    The 5-0, the double 5 and the 5s in general turn counts into fives. Hold them for the right moment.

  4. Tip 4

    Mind the spinner.

    While a side is open, the spinner counts both halves. Covering its last side can wipe out a big number.

  5. Tip 5

    Shed heavy tiles when nothing scores.

    The pips in your hand at the end go to the other side. A quiet turn is a good time to play off a 6-5.

What would you do?

One decision. Every day.

A new All Fives puzzle every day, the same for everyone. Solve it, then send it to the group chat and see who gets it right.

Setting up today's puzzle…

Want more? See today's puzzles for every game →

Your path to game night

Learn it here. Play it with friends.

Finish the lessons or win a practice game and you're ready to sit down at a real All Fives table with your people.

The Feral Worlds community

Play-testing All Fives? Tell us in Discord.

Found a bug, a rule that feels off, or a house rule your family swears by? Our Discord is where we collect play-test feedback, and where game nights are starting to happen.

Join our Discord

Glossary

Talk like a regular.

Open ends
The numbers at the ends of the layout. Tiles join here.
Count
The open ends added up after a play. A multiple of 5 scores itself.
Spinner
The first double played. Once both its sides are covered, it opens up and down too.
Arm
A line of tiles leading away from the spinner. There can be up to four.
Double
A tile with the same number on both halves. At an end, it counts both.
Boneyard
The face-down tiles you draw from when nothing fits.
Pips
The dots on a tile. Pips left in your hand score for the other side.
Going out
Playing your last tile. You score the other hand, rounded to the nearest 5.
Blocked
Nobody can play. The lightest hand scores the other, rounded to 5.

The Feral twist

Still under the hat.

Every game can be played Classic. In Feral mode, the host writes the house rules: the hand size, the spinner, what scores. We'll show you what All Fives can do when it's ready.

In the Tile Games pack

All Fives is on the ballot.

Backers vote on which tile games join the Tile Games pack. Owning the pack means every one that joins is yours too.

$9.95, one time, to host every game in it. Playing is always free. Packs go on sale when the full game launches.

All Fives is on the ballot

Save me a seat.

Hear when the Kickstarter opens so you can vote All Fives into the Tile Games pack, and when you can host it with friends.

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