The double-six set
- A double-six set has 28 tiles. Each tile has two halves with 0 to 6 pips.
- Every pairing appears once, from 0-0 (double blank) up to 6-6 (double six).
- A tile with the same number on both halves is a double. There are seven doubles.
- The tiles left face down after the deal are the boneyard.
The deal
Shuffle the tiles face down. Each player takes a hand and keeps it hidden from the others.
| Game | 2 players | 4 players |
|---|---|---|
| Draw, All Fives, Fives & Threes | 7 tiles each | 5 tiles each |
| Block | 7 tiles each | 7 tiles each (all 28 tiles) |
Who goes first
- In the first hand, the player holding the highest double leads. If nobody has a double, the player with the heaviest tile leads.
- In later hands, the winner of the last hand leads. If a blocked hand is tied, the same player leads again.
Matching ends
- The first tile starts the line. It has two open ends.
- On your turn, play one tile that matches the number on either open end. A 6-3 can go on an open 6, leaving a 3 showing.
- Play then passes to the next player.
Our game plays a straight line with two open ends. There is no spinner, so a double placed in the line does not open extra ends.
Draw vs Block
- Draw: if no tile fits, take tiles from the boneyard one at a time until one fits. If the boneyard is empty, you pass.
- Block: there is no drawing. If no tile fits, you pass. This makes blocking the ends a big part of the game.
End of a hand and counting pips
- The first player to play their last tile calls domino and wins the hand.
- The winner scores the total pips left in all the rivals' hands. With partners, the winning team scores the pips left with the other team.
- If nobody can play, the hand is blocked. The side with the lowest pip count wins and scores all the rivals' pips. If the lowest counts are tied, nobody scores.
- Example: you go out. Your rival holds 5-4 and 2-1. You score 9 + 3 = 12.
All Fives scoring
In All Fives you also score during the hand. After each play, add up the two open ends. If the total is a multiple of 5 (5, 10, 15 or 20), you score that many points. A double at an end counts both halves.
| Open ends | Total | Points |
|---|---|---|
| 5 and 5 | 10 | 10 |
| Double 6 (12) and 3 | 15 | 15 |
| 4 and 2 | 6 | 0 |
| Double 5 played first, alone | 10 | 10 |
At the end of the hand, the winner's pip count is rounded to the nearest 5. The match ends the moment a player reaches the target, even in the middle of a hand.
Fives & Threes scoring
Add up the open ends after each play. A total that divides by 5 scores the total divided by 5. A total that divides by 3 scores the total divided by 3. A total of 15 divides by both, so it scores 3 + 5 = 8.
| Ends total | Points |
|---|---|
| 6 | 2 (6 / 3) |
| 9 | 3 (9 / 3) |
| 10 | 2 (10 / 5) |
| 12 | 4 (12 / 3) |
| 15 | 8 (5 + 3) |
| 20 | 4 (20 / 5) |
At the end of a hand, the winner scores the rivals' pips divided by 5, rounded. Games are often played to 61.
Targets in our game
- Draw, Block and All Fives matches go to 50, 100 or 150 points.
- Fives & Threes matches go to 31, 61 or 91.
In our game
Tiles that fit are lifted in your hand. Drag one to a glowing open end, or just tap it if it only fits one way. When nothing fits, tap the boneyard to draw.
- Tour: 48 tables across 8 venues, each with three star goals.
- Quick match: any of the four games against a robot from Pip to Nova, four seats with or without partners, or pass and play with a friend on one phone.
- Daily Deal: three hands of All Fives against the same robot, dealt the same way for everyone each day.
- Fives Rush: a 75-second race to make the ends add up to multiples of 5, for the leaderboard.
Tips
- Play your heavy tiles early. If someone else goes out, high pips left in your hand score for them.
- Keep a mix of numbers so you always have a tile that fits.
- Watch which numbers a rival passed or drew on. They don't hold that number, so leave it showing.