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All Fives · Single Spinner

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All Fives · Single Spinner · Actual game screen
Actual game screen · English

Full double-six All Fives: first double opens a four-arm spinner after both sides are used; exposed ends score multiples of five. Complete 250/200-point matches, 2–4 players and opposite partners.

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中文 / English +18
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Rules & objective

Uses all 28 double-six tiles, including double blank. First leader is chosen by lot or your selected seat; any own tile may lead. Match identical pips, including blank with blank. Block and Draw have only two ends; doubles are crosswise but never spinners. Choose a tile/end or a draw preview, then confirm. No pass if a legal tile must be played or usable drawing remains. Blocked means every seat passes in succession. End-of-hand tiles are revealed for scoring; otherwise only your hand is visible. Local handoff hides all private tiles until Show my tiles. Computer and hints use only own hand, public layout and unknown-tile possibilities, never future yard or opponents’ private tiles. Undo/redo restores real actions; computer undo includes responses after your last action. Restart repeats this deal/settings; New changes the deal. Rules and score details pause computers. Swipe pans without acting; zoom and rotation retain game and preview. This is untimed casual play with automatic scoring, not optional manual muggins penalties.

All Fives profile: two receive nine tiles each, three seven, four five. Play if able; otherwise draw until a tile can be played or the yard is empty. A usable drawn tile must be played; you may choose its matching end but cannot draw again first. Only the first double is a spinner. Its first two neighbors go on the sides; only then do the other two arms open. An exposed double counts both halves. The spinner itself counts both halves until both side arms are used; empty extra arms count nothing until a tile starts them. After placing, a positive open-end total divisible by five scores that whole total. Out wins the hand; a block is won by the player or team with lowest remaining pips. Award opponents’ pips rounded to nearest five. A tied two/four-player block gives no hand bonus. For a three-player lowest tie, this digital profile rounds the third hand total first, then shares it equally, allowing half-five points. Opposite partners share scores and exclude partner’s remaining pips from their bonus. A sole leader at or above 250 in two or 200 in three/four wins immediately; do not count or play remaining tiles after an in-play win. Simultaneous tied match leaders continue into another hand until one leads alone. Out’s player leads the next hand; after a block the leader is chosen by lot.

Controls

Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.

Worked example

Score when the sum of the open ends is a multiple of five. Doubles and the first spinner affect which ends count.

Rule references