Set the table, then deal. The highest double opens; play clockwise.
Muggins steal is always on — if an opponent scores, tap Muggins! to take the points.
Draft your hand — pick your starting tiles from a face-down lineup
Sound effects
These tiles are styled after real Millennium Casts resin sets. Love how they feel?
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How to Play — Classic All Fives (Muggins)
Score by making the open ends total a multiple of five. First to the target wins.
The goal
Whenever it's the end of your turn and every open end on the board adds up to a multiple of 5, you score that total. First player to the target score wins the match.
Setup
28 tiles are shuffled face down. With 2 players you each draw 7; with 3–4 players you each draw 5. The rest form the boneyard (draw pile). The highest double opens the board.
How to place a tile
Tap a tile in your hand to select it. Every spot on the board where it can legally go lights up as a glowing slot — tap the slot you want and the tile snaps into place. A badge on each slot shows how many points that move would score. Doubles are placed crosswise; non-doubles extend the line.
Your house rule — every double is a spinner
Normally only the first double can be played on all four sides. In this game every double is a four-way spinner — it can be built off all sides, so each open double shows slots on up to four sides. The Open Ends panel below the board summarizes every open end and what it's currently contributing to the total.
Scoring the ends
Add the values of all exposed open ends. A standing (un-built-on) double counts its full value — an open double-five is 10, an open double-six is 12. Once a double has tiles built off it, it stops counting and its branches' ends count instead.
Example: ends showing 3, 0, and an open double-six (12) total 15 → score 15.
Drawing & passing
No legal play? Draw from the boneyard until you can play. If the boneyard is empty and you still can't, you pass.
Muggins
If an opponent makes a scoring play, a Muggins! button appears for a moment — tap it to steal their points. (Your own scores are counted automatically.)
Ending a hand
A hand ends when someone plays their last tile ("chips out") or the game is blocked. The winner adds the pips left in everyone else's hands, rounded to the nearest 5, as a bonus. Then a new hand is dealt until someone reaches the target.