PlayElephant Keeping game traditions alive Play now

Muggins (All Fives) rules

All Fives dominoes as we play it on PlayElephant: a double-six set, a boneyard, and points for every move that makes the open ends add up to a multiple of 5.

1. Set, players, direction

2. The deal

3. The first tile

4. A turn: play, draw, pass

Playing a tile

Drawing

Passing

You pass only when you have no tile that fits and the boneyard is empty. Passing costs nothing. You score nothing for a draw or a pass.

5. The line and the spinner

6. Scoring during play

After every move, including the first tile, add up the numbers at all open ends. This total is called the count. If it is greater than zero and a multiple of 5, the player who moved scores exactly that many points.

What each end contributes

End of an armCounts as
An ordinary tileThe number on its free half
A double, with nothing played against its free sideBoth halves: twice its number
The only tile in the hand, not a doubleBoth halves added together
A spinner with only one long side usedTwice its number, like a double at the end
A spinner with both long sides usedNothing. Its unused short sides do not count either
An arm started on a short sideIts last tile, as above
On PlayElephant the count is made by the server and the points are added automatically. You do not have to announce them, and nobody can steal points you missed.

7. End of the hand

Going out

The hand ends the moment a player plays their last tile ("goes out"). Points for that last move are scored first. The winner is the player who went out, or their pair.

The winner scores the spots left in the opponents' hands, added together and then rounded to the nearest multiple of 5:

Spots left0–23–78–1213–1718–2223–27
Points scored0510152025

The pattern continues upward in the same way. The rounding applies to the total of all opponents, not to each opponent separately. In a pairs game the winner's partner's tiles do not count: only the two opponents' tiles are added.

Blocked hand

8. End of the game

9. Mistakes and rule checking

10. Variants

All Fives is played in several ways. The table shows how the best-known versions differ from the one above. At a table the settings are always shown before you sit down.

VersionWhereWhat differs
Classic All FivesUnited States9 tiles each for two players, 7 for three, 5 for four; target 250 or 200
Muggins (British)United Kingdom, EuropeNo spinner: the line has two ends only; each player subtracts their own spots at the end of the hand
Five UpSouth-West USEvery double is a spinner; 5 tiles each; score one point per 5, to 61
SniffEast coast USThe first double may be laid lengthwise and then counts as one half
Latin AmericanMexico, Caribbean, BrazilPlay goes counter-clockwise; the highest double leads; pairs often play 7 tiles with no boneyard
Claim variantHome rule, United StatesYou must announce your points yourself, and an opponent who shouts "Muggins!" first takes the ones you missed

11. Worked examples

Example 1: the spinner. A and B play one on one.
  1. A leads 55. It is a double and so the spinner, and with nothing at its sides it counts 5 + 5 = 10. A scores 10.
  2. B plays 50 on one long side. The ends are: the spinner's free long side (a double end, 10) and the 0. The count is 10 + 0 = 10. B scores 10.
  3. A plays 53 on the other long side. Both long sides are used, so the spinner no longer counts. The ends are 3 and 0: count 3, no score. The short sides of the spinner are now open.
  4. B plays 52 on a short side. Three ends: 3, 0 and 2. The count is 5. B scores 5.
  5. A plays 56 on the other short side. Four ends: 3, 0, 2 and 6. The count is 11: no score.
Score now: A 10, B 10 + 5 = 15.
Example 2: a double that becomes the spinner. A leads 64: ends 6 and 4, count 10, A scores 10. B plays 44 on the 4. It is the first double, so it is the spinner. The ends are 6 and the free side of the double (4 + 4 = 8): count 14, no score. A plays 41 on the free long side. The ends are 6 and 1: count 7, no score. The spinner now has both long sides used, so its short sides are open.
Example 3: drawing. The open ends are 6 and 2. B has neither a 6 nor a 2. B draws 13, which does not fit, then 40, which does not fit, then 25, which fits and must be played on the 2. The ends are now 6 and 5: count 11, no score. B ends the turn with two tiles more in hand.
Example 4: going out, one on one. A plays the last tile. B still holds 65 and 20: 11 + 2 = 13 spots. Rounded to the nearest 5, 13 becomes 15, so A scores 15. If A's last move scored too, that score comes first.
Example 5: going out in pairs. A goes out. A's partner C holds 63 (9 spots), which is not counted. B holds 42 (6 spots) and D holds 55 and 10 (11 spots). The opponents hold 6 + 11 = 17, which rounds to 15. The pair A and C scores 15.
Example 6: a blocked hand. The boneyard is empty and nobody can play. A holds 66 and 32: 17 spots. B holds 54: 9 spots. B has fewer spots and wins the hand. B scores A's 17, rounded to 15. The next hand is led by a draw of lots.

12. Glossary

TermMeaning
All Fives, MugginsTwo names for dominoes where you score for ends adding up to a multiple of 5
Tile, boneOne domino of the set
Spot, pipOne dot on a tile; the unit of scoring
DoubleA tile with the same number on both halves
SpinnerThe first double of the hand, which can be played on four sides
ArmA branch of the line, starting from the first tile or the spinner
Open endThe number at the end of an arm, where a tile can be added
CountThe sum of all open ends after a move
BoneyardThe face-down tiles left after the deal, used for drawing
LeadThe first tile of a hand
DrawTaking a tile from the boneyard
Pass, knockMissing a turn because there is no move and no boneyard
Go out, dominoPlay your last tile
Blocked handA hand where nobody can move and the boneyard is empty
Hand, gameOne deal, and the whole match up to the target score
"Muggins!"A call in the claim variant, to take points an opponent did not announce

Play Muggins