Each player on his turn places all five dice in the cup, shakes the cup and rolls out the dice. Each turn consists of a maximum of three rolls - the first roll to be made with all five dice. If the player elects to roll a second and third time, he may pick up and use any number of dice, providing a score is taken on the last roll. It is the skillful use of these two optional rolls of the dice that can turn an unlucky first or second roll into a high-scoring turn.
If on the first roll of the dice, a player has
he might choose to go for "Twos" in the Upper Section of the score card or "3 of a kind" (in this case, 2’s) in the Lower Section of the score card. The player would then leave the ,dice marked "2" on the table, pick up the 1, 3 and 6 dice and attempt to toss another 2 on his second roll.
If on the second roll of the dice, he has
he might stop there and enter 6 in the "Twos" box in the Upper Section of the score card or 17 (total of all five dice) in the "3 of a kind" box in the Lower Section. Or he might elect to roll again in the hope of getting one or even two more 2’s.
If the player chooses to roll again, he picks up the 5 and 6 dice only and tosses for his third and
last roll. If, on his third roll, he has
he could enter his score as 6 in the "Twos" box in the Upper Section of the score card or 11 (total of all five dice) in the "3 of a kind" box in the Lower Section. The choice of when to take a score - after the first, second or third roll on turn - and where to score (in the Upper Section or Lower Section of the score card) will be determined by the goal the player has set for himself. The choice of where to score can be made at any time after the first, second or third roll.
On completion of each turn, the player marks the score in the appropriate box on his score card.
If there is not appropriate box open to mark his score, the player must enter a zero in any box of
his choice. For example, if after the third roll a player has
after the "Fours' box in the Upper Section and "3 of a kind' and "Chance" boxes in the Lower Section have been previously filled, the player must enter a zero in any open box. Only one blank box may be filled at the end of each turn. The boxes may be filled in any order, according to the player’s best judgment.
The game is completed after each player has had 13 turns and has filled every box in the column with a score or an optional zero. The scores are then totalled and entered on the reverse side of score pad.
and elects to take his score in the Upper Section, he would enter 9 in the "Threes" box.
NOTE: a player may enter the total of any number of same value dice in the appropriate box in the
Upper Section. For example, if a player, on his turn, rolls
he may elect to score 2 in the "Aces" box. On the other hand, if a player, on his turn, rolls
he may, if he wishes, score 12 in the "Threes" box.
would be scored 18 (total of all dice) in the "3 of a kind" box.
"4 of a kind" scores the total of all dice provided they include 4 dice of the same number. This
turn,
would be scored 14 (total of all dice) in the "4 of a kind" box. (May also be scored in "3 of a kind" if "4 of a kind" box has already been filled.)
"Full House" may be chosen when the dice show any combination of three of one kind and two of another.
For example, the following may be scored as 25 points in the "Full House" box
(May also be scored in "3 of a kind box" or "3 box" in upper section if "Full House" box has already been filled.)
"Small Straight" is any sequence of four numbers, such as
NOTE: The fifth die can be any number. Any "Small Straight" is valued at 30 points.
"Large Straight" is any sequence of five numbers, such as
These turns are valued at 40 points in the "Large Straight" box. (May also be scored in "Small Straight" box if "Large Straight" box has already been filled.)
YAHTZEE is any five of a kind. Score 50 points in the "YAHTZEE" box.
The Chance box offers a player the opportunity to score on any turn which doesn’t fill any other requirement. Mark score by totalling number of points on all dice.
he mayscore 20 points in any one of the following boxes: "3 of a kind," "4 of a kind" or "Chance." Or he may score 25 points in the "FuIl House" box, 30 points in the "Small Straight" box or 4O points in the "Large Straight" box. If all the boxes in the Lower Section are filled, he must enter a zero in a box of his choice in the Upper Section.
The YAHTZEE Bonus Chips are each worth 100 points. At the end of each game, players score the number of points each has in YAHTZEE Bonus Chips and then return the chips to the "kitty." When two tables are playing, divide the Bonus Chips by color.
You have the choice of scoring the following boxes, if open:
9 points in "threes" box in Upper Section; or 19 points (total of all dice) in "3 of a kind" or "Chance" box in Lower Section.
20 points in "Fives" box in Upper Section; or 22 points (total of all dice) in "3 of a kind" or "4 of a kind" box, or "Chance" box in Lower Section.
19 points (total of all dice) in "Chance" in Lower Section or 4 points in "twos" box in Upper Section This last choice, however, puts you 2 points below (63) for Upper Section bonus of 35 points, To overcome this deficit,you would have to score either 4 "Threes," "Fours," "Fives," or "Sixes," during the game to earn the bonus.
If,in any of the above examples, all appropriate boxes were already filled, you would have to score a zero in a blank box. It would be best if you could take a zero in an open box of the Upper Section without ruining your chances for making par of 63 to earn the 35 point bonus. If this cannot be done, a player would have to use his judgment in placing, the zero so as to lose the minimum number of points.