5 10 15 20 Hand Game
The Chinese 5-10-15-20 finger game on one phone: both players lock two hands and a call in secret, then the screen flips them together and adds up the total
🕹️ How to play
- Start a match: Tap Start and hand the phone to the player named on screen. The default table is: both call, one sole hit wins a game, best of three. Tap the House rules, Players or Penalty rows on the stage to change any of them. Playing alone? Switch to Practice vs computer.
- Show your hands and make a call: Each player shows two hands: a fist counts 0, an open palm counts 5. Tap a hand card to flip it between fist and palm, pick a call from 0, 5, 10, 15 or 20, then tap Lock. Calls you can't possibly reach are greyed out with the reason written underneath. Locking hides your picks at once — pass the phone.
- How the winner is decided: Once both players have locked, all four hands flip together and the screen adds them up. If exactly one player called the total, that player wins the game. If both hit or both miss it's a tie, and the next throw starts by itself after 1.8 seconds. The loser's row shows the table's penalty.
- Playing with more than two people: The game itself is one-on-one. List three to eight names and it becomes king of the hill: the winner stays on, the loser goes to the back of the line and the next person steps up. The results screen shows the next pairing and the champion's streak.
📖 Rules & variants
5 10 15 20 basic rules: each player shows two hands at the same time, a fist worth 0 and an open palm worth 5, so one player's hands are worth 0, 5 or 10 and the grand total is always 0, 5, 10, 15 or 20. As you throw you call a number; whoever calls the total of all four hands wins. Here the phone reveals both players together and does the maths, so nobody can throw late or mishear a call.
What you're allowed to call: only your own value, your value plus 5, or plus 10. Show one fist and one palm (5) and you can call 5, 10 or 15; show two fists (0) and you can call 0, 5 or 10. Calling a total your own hands already rule out is a foul. By default those keys are simply greyed out.
Strict fouls: switch the foul rule to Strict and impossible calls become selectable, marked as a foul — make one and you lose that game on the spot, whatever the other player did. If both players foul, it's a tie. Beginners are better off leaving the default in place.
Ties: if both players hit the total, or both miss, nobody scores and you throw again. Ties are common — with random throws a little over half of all throws in the both-call game end level, so it takes a bit over two throws on average to get a winner. After five ties in a row the screen suggests switching hands.
Win twice in a row: a common house rule needs two sole hits in a row to take a game. The first sole hit lights a 'ready' badge on the scoreboard; one more wins it. Ties in between don't break it, but a sole hit by the other player steals it.
Calling in turns: in the traditional table version only one player calls each throw. With this rule the caller picks a number and the other player only shows hands; if the caller misses, the call passes across. It's slower, so pair it with a single-game match. Any other local rules can be agreed at the table.
❓ FAQ
⚠️ For entertainment only. This game has an optional drinking theme: drink responsibly, and it is not for minors. The default penalty doesn't require alcohol and can be changed to anything; nobody should be pressured to drink or to take a penalty.
Last updated: 2026-09-30 · Saved on this device only