How to Play

Bones — All Fives Dominoes  ·  Complete rules reference

All Fives (Muggins) is a domino variant where you score points by making the open ends of the board sum to a multiple of 5. The first player to reach 150 points wins.

1The Basics

Bones is played with a double-six domino set — 28 tiles, each showing two pip values from 0 to 6.

Each player is dealt 7 tiles. Leftover tiles form the boneyard — your reserve when you have no legal play.

PlayersTiles per PlayerBoneyard
2714 tiles
377 tiles
47None — draws not possible

2Starting the Game

The player holding the highest double goes first and must play it as their opening tile. If no one has a double, the player with the highest pip total leads.

From round 2 onwards, the winner of the previous round leads and can play any tile — not just a double.

Turns proceed clockwise. Each player has 30 seconds to act — the timer is visible at the top of the board.

3Playing a Tile

On your turn, place a tile so that one of its pip values matches an open end of the chain on the board.

A tile is valid if any of its two pip values matches any open end of the board. You must play if you have a valid tile — you cannot choose to draw if a move exists.

The board always has a left end and a right end. Once the spinner is active, it can also have top and bottom ends.

4The Spinner

The first double played in a round becomes the spinner — the most important tile on the board. It opens four arms: left, right, top, and bottom.

Top and bottom are locked until both the left arm AND the right arm each have at least one tile placed on them beyond the spinner's position. You cannot play on top or bottom until both horizontal arms are covered.

All other doubles after the spinner are normal tiles — they only extend the arm they're placed on and don't create new branches.

Mid-chain spinner

If a double is played mid-chain (not as the very first tile), it still becomes the spinner. However, the existing chain tiles on either side do not count toward unlocking top and bottom — new tiles must be played beyond the spinner on each arm first.

5Scoring

After you place a tile, the game adds up the pips at all open ends of the board. If that total is a non-zero multiple of 5, you score that amount immediately.

Open ends: 4 + 1 = 5 Score 5 pts ✓
Open ends: 6 + 4 = 10 Score 10 pts ✓
Open ends: 4 + 3 + 6 + 2 = 15 Score 15 pts ✓
Open ends: 6 + 3 = 9 Score 0 pts ✗
Open ends: 2 + 4 = 6 Score 0 pts ✗
Doubles at tips count their full combined pip value. A [6|6] at the end of an arm counts as 12, not 6. A [1|1] counts as 2, not 1.

Spinner scoring rule

Spinner stateContribution to pip sum
Both horizontal arms uncoveredFull double value (high + low)
One arm coveredStill full double value, plus covered arm's exposed tip
Both arms coveredSpinner disappears from sum — only exposed tips count
Top / bottom armsAlways their exposed tip once a tile is played there

6Drawing from the Boneyard

If you have no tile that matches any open end, you must draw from the boneyard. The boneyard picker opens automatically — tap any face-down tile to draw it.

The tile flips over revealing its pips. If it's playable, the picker closes and you can place it. If not, keep drawing until you find a playable tile or the boneyard runs out.

You cannot choose to draw if you already have a valid move. Drawing is only allowed when you have no legal play.

In a 4-player game there is no boneyard. If you can't play you must pass immediately.

7Passing

You may only pass your turn when both of these are true:

You cannot pass while the boneyard has tiles. The Pass button only activates when both conditions are met.

8Winning a Round

A round ends in one of two ways:

Going out

A player plays their last tile. They win the round and score the total pip count of all opponents' remaining hands, rounded to the nearest 5.

Blockout

No player can move and the boneyard is empty — all players pass consecutively. The player with the lowest pip count in hand wins. They score the difference between their pip count and each opponent's, rounded to the nearest 5.

Rounding rule: use round-half-up to the nearest multiple of 5. A difference of 12 scores 10. A difference of 13 scores 15.

9Winning the Game

The first player to reach or exceed 150 points wins. Scores are checked after each round completes. A player may exceed 150 during a round — the game ends once that round finishes.

No exact rule. Landing on 155 or 160 still wins — you just need to reach or exceed 150.

If multiple players cross 150 in the same round, the player with the higher score wins.

10Quick Tips

Score every turn if you can
Always look for a play that makes the open ends sum to a multiple of 5. Small scores — 5, 10, 15 — add up fast over many turns.
👁️
Watch your opponent's open ends
Before you play, check if your tile would set up an easy 15 or 20 for the next player. Sometimes a zero-scoring defensive play is smarter than an offensive one.
🌿
Control the spinner arms
Unlocking top and bottom arms gives you more placement options. Try to cover both horizontal arms early so you open up the board before your opponent does.
🎯
Manage your doubles
Doubles are harder to play since both pips must match a single open end. Don't hold too many — they'll hurt your pip count if the round blocks out.
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Shed high tiles when blocking looms
If the board is heading toward a blockout, dump your high-value tiles first. The winner of a blockout is whoever has the lowest pip count — every pip you hold costs you points.
Boneyard draws can change the game
Don't panic when you have to draw. A tile from the boneyard might open plays that were impossible before — and your opponent has no idea what you drew.