What you need
Two players and your own hands. No paper, dice, or app required. Each player holds up both hands with the same starting number of fingers.
A common start: two fingers on each hand.
The basic rules
- Goal: Knock out both of your opponent's hands. A hand is out when it shows zero fingers.
- Tap: On your turn, pick one of your live hands and tap one of your opponent's live hands. Add your hand's finger count to theirs.
- Five knocks a hand out: If the total lands on exactly five, that hand becomes zero and is out. In this version, any total above five wraps over: six becomes one, seven becomes two, and so on.
- Split: Instead of tapping, you can split your total fingers across both hands. Each hand must end up with at least one finger and fewer than five. A split can even bring a dead hand back to life.
- Take turns: Players alternate taps and splits until one player has both hands out.
Example turn
You start with 2 fingers on your right hand and your opponent has 2 fingers on their left hand. You tap them with your right hand:
+=
Their hand now shows 4 fingers. If it had shown 3 before, the tap would have made 5 and knocked it out.
Common variations
- Starting count: Some groups start with 1 finger up on each hand, others with 2. The online version here starts both players at 2–2.
- Over-five rule: Classic playground rules often say any total over five becomes the remainder when divided by 5 (5 → out, 6 → 1, 7 → 2). Other groups simply treat anything 5 or above as out. Our game uses the rollover version so you can come back from high counts.
- Splitting a dead hand: Many versions allow a split to revive a hand that was knocked out, as long as the final count on each hand is between 1 and 4.
- No self-taps: You can only tap an opponent's hand, never your own.
Strategy tips
- Look for five: If a tap will make an opponent hand land on exactly five, take it. Removing a hand is usually better than chipping away.
- Split to survive: A split can rescue a dead hand or give you two balanced threats. It is especially strong when one hand is high and the other is out.
- Avoid giving them five: Try not to leave your hands at counts that let your opponent finish you on their next move.
- Keep both hands active: A single live hand is easier to trap than two. Use splits to keep both hands in play.
Ready to play?
Try the interactive version and practice against the computer.
Start playing