All Fives for Pairs — Rules
All Fives (Muggins, "Pyatyorochka") for two teams: every multiple of 5 on the open ends scores for your team.
1. At a glance
- 4 players in 2 teams; partners sit opposite and play every other turn
- Double-six set (28 tiles), 7 tiles each, all dealt
- No boneyard, no drawing
- One spinner: the layout can grow in four directions from the first double
- Goal: your team is first to reach 250 points
2. How to play
- Each player gets 7 tiles. A hand with 5+ doubles, or 6+ tiles of one number, is reshuffled automatically.
- The holder of 1-1 opens the first hand of the game and may lead any tile. Every later hand is opened, with any tile, by the winner of the previous hand: the player who went out or, after a blocked game, the last player who played a non-double.
- Play a tile that matches an open end. Doubles go crosswise. The first double is the spinner. Its two long sides are played first; once both are covered, its up and down sides open as well, giving four ends. The spinner counts both halves until both long sides are covered.
- If you can play, you must; otherwise you pass ("knock").
- The hand ends when a player plays their last tile ("domino!") or nobody can play (a blocked game).
3. Scoring
All points are at face value and go to the team.
- After every play, add up the open ends; a double at an end counts both halves. A total of 5, 10, 15, 20… is added to your team's score at once.
- End of hand: each team adds up both its hands, rounded to the nearest 5 (17 → 15, 18 → 20). A lone 0-0 in a hand counts 10.
- Going out: your team scores the opponents' rounded total; your partner's tiles do not count.
- Blocked game: the team with the lower rounded total wins and scores the other team's total. On a tie, these points carry over to the winner of the next hand that scores.
- Example: no double has been played yet, and the ends show 2 and 6. You play 6-3 on the 6: 2 + 3 = 5, your team scores 5.
4. Winning the game
The first team to reach the target wins at once, even mid-hand. Each player has a 15-minute clock for the whole game; if one runs out of time, their team loses.
5. Table options
- Target: 100, 250 or 500
- Divide by 5: every score is counted in fives, both plays and hands (a play of 15 scores 3). The target stays the same number, so the game is longer.
- Time control