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Fives and Threes with partners: the four-player game

Pub Fives and Threes is often played in pairs. The scoring is the same as in the two-player game, but the deal, the passing and the information all change, because a partner is sitting on a quarter of the tiles you cannot see.

In pubs, Fives and Threes is commonly played by four people in two partnerships. Partners sit opposite each other, the two partners' scores are added together, and the first partnership to reach the target wins. The scoring of each play is unchanged: when the two open ends total a multiple of three or five, you score the total divided by three, by five, or both. What changes is who holds the tiles and what you can work out from the way others play. House rules vary, so treat this as the usual pattern rather than the only one.

This post describes the table game. The Play listing for Fives and Threes Dominoes describes solo play against a computer opponent, so nothing below is a description of an app feature.

The deal and the table

Each of the four players takes 7 tiles from a double-six set. That is 4 × 7 = 28, and a double-six set has exactly 28 tiles, so every tile is dealt and there is no boneyard. A player who cannot match an end cannot draw; they pass. Compare the two-player game, where the same 7-tile hands leave 14 tiles in the boneyard (see drawing from the boneyard).

The number of ways to deal 28 distinct tiles into four hands of 7 is 28! ÷ (7!)4, which is 472,518,347,558,400. You see 7 tiles; the other 21 are split evenly among three players.

28 tiles, none spare 1 You: 7 tiles 3 Partner: 7 tiles 2 Left: 7 4 Right: 7 Opponent Opponent Order of play: 1, 2, 3, 4, then 1 again
The four-player table. Partners (filled, 1 and 3) sit opposite and the two partnerships alternate turns. Four hands of 7 tiles make 28, the whole set, so there is no boneyard.

Turns in a hand

Because the partnerships alternate, you play, then an opponent, then your partner, then the other opponent. If every tile is played, each player makes 7 plays and the hand lasts 28 plays, 14 by each partnership. A hand that ends with someone going out, or with a block, is shorter. A block happens when no one can play to either end; with no boneyard, that can happen while tiles remain in hands.

The shared target makes the arithmetic different from the solo game. To reach 61 in a single 28-play hand a partnership would need 61 ÷ 14 ≈ 4.4 points on each of its 14 plays, which is far above what most plays score, so a match takes several hands. The origin of the 61 target is covered in playing to 61.

What you know about your partner

The 21 tiles you cannot see are shared equally, 7 each, among your partner and the two opponents. The count of a number is fixed: every number from blank to six is printed on 7 tiles. If you hold k of them, 7 − k are out there, and your partner holds on average one third of those, which is (7 − k) ÷ 3 tiles. With four of a number in your hand, the remaining three are split on average one each.

The chance that your partner holds none of the remaining tiles of a number is C(21 − (7−k), 7) ÷ C(21, 7). With k = 4, so 3 tiles outside, that is 27.4%; with k = 3 it is 16.7%; with k = 5 it is 43.3%. The same figures apply to either opponent individually. Together the two opponents hold 14 of the 21 tiles, so with 3 outside (k = 4) at least one opponent holds one in 97.4% of deals.

Setting up your partner

The only legal communication is the play itself, and talking about hands is not allowed in the usual pub game. That makes each play a small piece of information, and a few habits follow.

Blocking for the partnership

The block matters more than in the solo game. When the table is blocked the hand ends, and the usual pub practice is to count the tiles left in hands. The details of that count vary from pub to pub, so agree it before the first hand. What does not vary is the principle: if your partnership is ahead on the board, ending a hand sooner favours you, and the reverse if you are behind.

A number is dead when all 7 tiles of it are on the table and visible, and counting spots is how you see that coming; counting tiles sets out the method. In a four-player hand the count is a shared job: your partner is counting the same numbers, so a play that closes off a number for the opponents closes it for your side only if you still have a tile elsewhere.

The scoring rules themselves are the same as in the two-player game, which scoring explained walks through with worked totals.

Fives and Threes Dominoes is played solo against a computer opponent on Casual or Competitive, to a target of 61, 121, 181 or 241 points, with 6, 7, 8 or 9 tiles per player. The scoring and the counting in this post carry over to that game. There are no adverts or in-app purchases, and optional match points are in-game only with no cash value.

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