Count the numbers
A double-six set has seven of each number. As the game goes on, count how many tiles of each number have been played, including the ones in your hand. If you hold three fives and four have been played, the other player can hold at most none. This tells you which numbers your opponents can still play, and which ends will block them.
Play your heavy tiles early
In a round that ends with a count of the pips left in your hand, high tiles are a liability. If you are likely to be stuck, you want a light hand. Get rid of your double six, six-five and similar tiles when you can, unless there is a good reason to hold them.
Keep your options flexible
A hand with many different numbers gives you a move on almost every turn. A hand that is full of one number is easy to block. Try to play the tiles that keep a variety of numbers in your hand, and keep one or two tiles that connect your different numbers.
Doubles are a chance to take control
A double can only be played on the matching number, so it is hard to place late in the game. Play your doubles early, when there is a place for them. Playing a double can also let you play again in some rule sets.
Block your opponents
If you know an opponent is out of a number, make the open ends show that number. They will have to draw, or pass, and you gain a turn. Do this when you have a few tiles of that number yourself, so you can keep the ends in your favour.
Scoring in All Fives
In All Fives, you score whenever the two open ends add up to a multiple of five. Think about which ends your play leaves. A play that gives you ten points is good, but one that leaves your opponent an easy fifteen is not. Count the ends both ways before you play.
- A double at an end counts both halves.
- Try to leave ends that add up to a number that is not a multiple of five.
- Remember that the first tile counts both of its ends.


