Friday, January 1, 1988

YAHTZIX RULES

EQUIPMENT: 6 STANDARD DICE; 2-8 PLAYERS; 20 MIN. FOR 8 PLAYERS (EASY)

Valid in the first roll
only, in any turn.
Triple 1 = 30
Triple 2 = 20
Triple 3 = 30
Triple 4 = 40
Triple 5 = 50
Triple 6 = 60
All count = 100
2 Triplets = 150
5 straight = 1506 straight = 200


A. Start: Appoint a scorekeeper. Roll six standard dice to start the game. Premium scores may be obtained only in the first (single) roll in each turn. Triple = 10 times its face value except triple 1 which is special at 30 points. Others are as shown. “All dice count” in one roll is worth 100, but a higher value may apply (E.G. 4-of-a-kind). When counted separately, a 5 is always worth 5 points and a 1 is worth 10.

B. Opening Rules: (1) Before you can start recording your scores, you must roll at least 30 points to open. (2) If you don’t get at least a 1, a 5, or a premium in the first roll, pass. (3) Otherwise, accumulate points within 3 rolls of the dice. (4) You may roll again any time you get 1 or 5, but keep at least one scoring die back each time. Watch rule F!

C. After You Open: Rules are the same as (2) to (4) in paragraph B.

D. General Rules: (1) You can’t add to a premium roll but if you get a 1 or a 5 you may roll again. (2) Remember rule F (going bust) applies to all tries. (3) Note: The lowest score to have all six dice counted is 1,2,2,2,5,5 (worth 40). You get 20 for triple 2, plus 10 for the 1, and 10 for two 5s. The “all dice count” score for this is worth 100, but it must be in one roll! In any case, always use the highest possible score that you can count.

E. Scratch Pad: It’s best to accumulate small scores on a scratch pad rather than on separate lines of a score sheet. Enter only the total score for the turn. The printed Yahtzix score sheet provides a space for such scoring when there are multiple rolls, such as during the “Go for it” feature.

F. Bust: You are bust if you don’t roll a 1, a 5, or a premium in your first roll. In subsequent rolls you lose any scored in that turn if you don’t roll a 1 or a 5. Premiums only count in roll #1.

G. Choices: (Example): Say you rolled 1,1,2,3,5,5 on your first roll. You must keep at least one scoring die. You have five choices in this case: (1) Accept your score of 30 and pass. (2) Keep a 1 (=10 points) and roll 5 dice. (3) Keep 1,1 (= 20 points) and roll four dice. (4) Keep 1,1,5 (=25 points) and roll three dice. (4) Keep 1,1,5,5 (= 30 points) and roll two dice. Don’t forget rule F.

H. Counting: The set-aside (scored) dice are the only ones to count; rolls cannot be accumulated to make up premiums; these are valid in the first roll only. Example: If you get a 5 in roll one, two 5s in roll two, and a 5 in roll three, that is worth 4 times 5 for 20 points, not 4-of-a-kind (250).

I. Go for it: If the previous player had a good score you can “Go for it” too by risking a roll with her leftover dice (if any). She does not lose her score. Set her scoring dice aside as your first roll and announce your intention. Then roll her non-scoring die or dice and hope that a 1 or 5 turns up. If it does you can use her score, plus any extras you rolled. If you don’t get a 1 or 5 you are bust. If any dice are left after your roll (or you bust) the next player can “Go for it” too.

J. Going Out: (1) The game ends when someone totals 2,000. All others play around to her. The highest score then wins. (2)You can decide on a lesser target if desired, say 1,000 or 1,500.

K. Scoring; See examples in Counting. Use a scratch pad to keep track of accumulating single scores. Don’t count twice and don’t accumulate premiums by subsequent rolls. E.G. A large straight of 1,2,3,4,5,6 cannot also be two small straights of 1,2,3,4,5 and 2,3,4,5,6, etc.

L. Variation (optional): In “Going Out”, win with exactly 2,000 points (or your chosen total). Pass if you exceed it and try again next time. Once you get within 50 points of going out, you may roll only as many dice as you choose. The “all dice count” premium may be ignored but don’t roll any other premium scores!