Three modes, one 28-tile double-six set.
- Draw: match a tile to either open end of the line. If you can't, draw from the boneyard until you can; once it's empty you pass instead. When nobody can play and there is nothing left to draw, the hand is blocked — it ends right there and whoever holds the most pips loses it. At 4 players you're partnered with the seat across from you. Win a hand and you score every pip still left in the other hands — first to 101 wins. A short recap of the scores and everyone's leftover tiles shows after each hand.
- All Fives: same as Draw, but the tile that opens the hand is a spinner — a double there gives you four directions to build in, and they must all be opened before the layout grows anywhere else. Only that first tile spins: every later double simply carries its own arm on, laid crosswise, and never branches. Whenever the total of every open end is a multiple of 5, you score that many fifths immediately, and the pips left at the end are counted the same way — first to 31 wins.
- Fly (4 players only): a double opens the centre, then the next 4 plays each open one of the 4 directions before anyone can extend further. Stuck with nothing to play? The player before you hands you one tile from their own hand. Finish your hand and you take 25 off your score. Get down to 3 or fewer remaining pips and you're offered the fly: bank just those few points now, or turn it down and play on for the full -25 — it's your call, never automatic. Everyone else adds every pip still in their hand. Here a high score is bad: the first player to reach 101 loses, and they're the only loser.