All Fives Domino Score Calculator (Muggins / Znif)

All Fives domino scoring made simple.
Enter the open-end pip values and see whether your move scores points (Muggins, Five-Up, and Znif rules).

Want to actually play All Fives? Download and play it free at www.dominoznif.com.
Score this turn

The basic scoring rule. All Fives (also called Muggins, Five-Up, or Znif in Israel) scores when the open ends of the chain add up to a multiple of 5. Sum the pip values at every open end after your move. If the total is 5, 10, 15, 20, or 25, you score that number. If it is anything else, you score zero for that turn.

Doubles count their full pip value. A double-five played at the end of the chain shows 10 pips facing out, not 5. This is the most common source of mistakes for new players.

Spinner doubles complicate the count. The first double placed in the chain often becomes a “spinner”, meaning tiles can branch off all four of its sides. Once that happens the chain has up to four open ends to sum, not two. Some house rules only allow branching after the spinner is played, others require it immediately.

Worked example. A 4-3 is on the board, so the ends show 4 and 3. You play your 4-2 onto the 4. The open ends are now 2 and 3. Sum = 5, so you score 5. Your opponent then plays a 2-5 onto your 2, because a tile has to match the end it touches. Ends are now 5 and 3. Sum = 8, so they score nothing.

That second move is the one worth watching. They gave up a scoring chance to dump a 5, and against a good player that usually means they are short of 5s and expect to get blocked.

The scoring ceiling. With two open ends the highest possible total in a double-six set is 6 + 6 = 12, so the only scores available are 5 and 10. Add a spinner and four ends and 15 and 20 come into range, with 24 the absolute ceiling. A 25 needs a double-nine set or larger.

The one exception is a double sitting at an open end with nothing played on it yet, which shows its full face: a double-six there counts 12 on its own. That is the only way a double-six game produces an end above 6, and it is worth double-checking when your total looks too big.

Why a quick scorer helps. During fast play, valid scores get missed all the time. Muggins variants let opponents shout “Muggins!” and steal forgotten points, which is exactly why having a scorer in front of you matters.

About target totals. First to 100, 150, or 250 is the usual win condition, depending on house rules. The target is a separate decision from the per-move scoring rule above.


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This calculator runs entirely in your browser, so the numbers you enter stay on your device. The math behind it is written by hand and tested against worked examples and standard references before the page goes live.

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