All Fives — also known as Muggins — is widely regarded as the best two-player domino game and the most strategically rewarding scoring variant. Unlike Draw or Block Dominoes, where you only score at the end of a round, All Fives rewards you for making the open ends of the layout sum to a multiple of five on every single play. The result is a game where math, memory, and tile selection all matter equally.


What You Need

  • Double-six set (28 tiles) for 2–4 players.
  • Scorepad — you will be scoring frequently.
  • 2–4 players (best with 2).

Setup

  1. Shuffle all tiles face-down.
  2. Each player draws:
    • 2 players: 7 tiles each
    • 3–4 players: 5 tiles each
  3. Remaining tiles form the boneyard.
  4. The player with the highest double leads. If no one has a double, the highest tile (by pip total) leads.

How to Play

Play follows the same basic structure as Draw Dominoes:

  • On your turn, play a tile that matches an open end of the layout.
  • If you cannot play, draw from the boneyard until you can or it is empty.
  • If the boneyard is empty and you cannot play, pass.

The Scoring Twist

After each tile is played, check the sum of all open ends on the layout. If the sum is a multiple of five (5, 10, 15, 20, etc.), the player who placed the tile scores that many points.


The Spinner

In standard All Fives, the first double played becomes the spinner. The spinner can be played on from all four sides, meaning the layout eventually has up to four open ends whose pips all count toward the sum.

Spinner Scoring

Before tiles are played on all sides of the spinner, only the exposed ends count:

  1. Spinner placed (no tiles on either side yet): Only the spinner’s number counts once (it is one open end showing that number).
  2. One side played: Two open ends — the played tile’s outer end and the spinner’s exposed end.
  3. Both sides played: Three open ends — two outer tiles and one spinner arm (the spinner still has one or two arms open).
  4. All four sides played: Four open ends — the outermost tile on each arm.

The exact counting rules vary slightly by house rules, so agree with your group before starting. The most common rule: a spinner counts as its full value until both long sides are played, then only the arms count.


Muggins Rule

If a player scores on a play but fails to claim the points, an opponent can call “Muggins!” and take those points for themselves. This rule is optional but adds excitement and rewards attentive play.

Example: You play a tile that makes the open ends sum to 15. If you do not say “15” (or mark it), your opponent can call Muggins and take the 15 points.


End-of-Round Scoring

When a round ends (a player goes out or the game blocks), the winner also scores the total pips remaining in opponents’ hands, rounded to the nearest five in most rule sets.

Remaining pips Rounded score
1–2 0
3–7 5
8–12 10
13–17 15
18–22 20

Scoring Examples

Example 1 — Early Scoring

The layout has one open end showing 5 (the opening tile was 5-5, a double). Sum = 5. The player who placed it scores 5 points.

Example 2 — Multi-End Scoring

The spinner is 6-6. Tiles have been played on three arms. Open ends show: 3, 6, 1. Sum = 10. The player who created this state scores 10 points.

Example 3 — Big Score

Open ends show: 5, 5, 5, 5. Sum = 20. The player scores 20 points.


Match Target

All Fives is typically played to 250 points, though 150 and 200 are common for shorter games. Because scoring happens during play, totals climb faster than in Draw or Block Dominoes.


Strategy Tips for All Fives

  • Think about the sum on every play. Before placing a tile, calculate what the open-end sum will be. Aim for multiples of five.
  • Control the spinner arms. The spinner creates scoring opportunities. Playing on the spinner strategically can set you up for big scores.
  • Deny scoring plays to opponents. If the current sum is 10, leaving it there gives the next player a chance to score if they can maintain a multiple of five. Sometimes it is better to play a tile that breaks the sum.
  • Blanks are powerful. A blank end contributes 0 to the sum, making it easier to hit multiples of five on the other ends.
  • Track the 5-suit. Tiles containing 5 are disproportionately valuable because they easily create scoring situations.
  • Remember pip rounding at end of round. Since end-of-round pips are rounded to the nearest five, holding tiles worth 1–2 pips costs you nothing extra, but 3+ tips into the next bracket.

All Fives vs Five-Up

Five-Up is a closely related variant where every double is a spinner (not just the first one). This creates a more branching, complex layout with even more scoring opportunities. If you enjoy All Fives, Five-Up is the natural next step.


Quick Rules Summary

Element Rule
Set Double-six (28 tiles)
Players 2–4
Draw rule Same as Draw Dominoes
In-game scoring Open-end sum is a multiple of 5
Spinner First double played
Muggins Opponent takes unclaimed scores
End-of-round scoring Winner gets opponents’ pips (rounded to 5)
Target score 250 (or 150/200 for shorter games)