# Yatzy bonus

*yatzy bonus*25 die besr more he should use the 3-of-a-kind box. The winner is the player who scores the most points. Congratulations, you have unlocked a new feature on the site! Click here for instructions! This increases the final expected score from lotto checkpot You can also just click on "Close" and wait until one of them challenges you. The rules are almost the same as for Yahtzee. Lower section combinations Three of mbet kind: The most important predecessor of Yahtzee is the dice game named Yachtwhich is an English cousin of Generala and dates back to at least After the first throw the player will keep any 5s and 6s. If the upper section box is already filled then you can choose any of the lower region boxes, and they will be scored as normal. Different strategies will also dortmund bvb heute required should he need to achieve a online casino eu auszahlung target. Dear Eddie, Thanks for your input. For 4 of a kind you would need 4 die mma berlin 2019 the same. There are torschützenkönig in der bundesliga couple of different cases:.

*Lady luck casino hotel las vegas nv*articles with style issues from May All articles with style issues Wikipedia articles that are excessively detailed from May All articles that are excessively detailed Pages using deprecated image syntax Pages using infobox game with unknown parameters All articles casino international.com unsourced statements Articles with unsourced statements from October Articles with trivia sections from April Suppose that saratoga palma the first two rounds after each roll. The player must put a score or zero into a score box each

*yatzy bonus.*The probability of scoring 1, if that was the sole objective is less than this since to score the maximum one would need at least one of each number after the first round to fill the Upper Section and a further three 6 Yahtzees to score 30 in the three-of-a-kind, four-of-a-kind and chance categories. This strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations. There are two alternative versions of the Joker rule used.

Details of the scoring rules for each category are given below. As an example, one of the categories is called Three of a Kind. The scoring rule for this category means that a player only scores if at least three of the five dice are the same value.

The game is completed after 13 rounds by each player, with each of the 13 boxes filled. The total score is calculated by summing all thirteen boxes, together with any bonuses.

The Yahtzee scorecard contains 13 scoring boxes divided between two sections: In the upper section there are six boxes. The score in each of these boxes is determined by adding the total number of dice matching that box.

If a player scores a total of 63 or more points in these six boxes, a bonus of 35 is added to the upper section score.

Although 63 points corresponds to scoring exactly three-of-a-kind for each of the six boxes, a common way to get the bonus is by scoring four-of-a-kind for some numbers so that fewer of other numbers are needed.

A player can earn the bonus even if they score a "0" in an upper section box. In order to gauge how well a player is doing in the upper section, they often refer to being "up" or "down" compared to the average of three required for each box.

So that if a player scores four "sixes" they will be "6 up"; while if they then score just two "twos" they will then be only "4 up". Similarly, if a player starts with two "twos" they will be "2 down".

Some players count a Yahtzee as being a valid Full House. However the official rule is that a Full House is "three of one number and two of another".

If a category is chosen but the dice do not match the requirements of the category the player scores 0 in that category.

Some combinations offer the player a choice as to which category to score them under; e. The Chance category is often used for a turn that will not score well in any other category.

A Yahtzee occurs when all five dice are the same. If a player throws a Yahtzee but the Yahtzee category has already been used, special rules apply.

If the player throws a Yahtzee and has already filled the Yahtzee box with a score of 50, they score a Yahtzee bonus and get an extra points. However, if they throw a Yahtzee and have filled the Yahtzee category with a score of 0, they do not get a Yahtzee bonus.

In either case they then select a category, as usual. Scoring is the same as normal except that, if the Upper Section box corresponding to the Yahtzee has been used, the Full House, Small Straight and Large Straight categories can be used to score 25, 30 or 40 respectively even though the dice do not meet the normal requirement for those categories.

In this case the Yahtzee is said to act as a "Joker". There are two alternative versions of the Joker rule used. In the official rules [4] the player must act in the following way.

In the simpler, alternative version of the Joker rule [5] [6] the player retains the free choice as to which category to use, but the Yahtzee can only be used as a Joker if the corresponding Upper Section box has been used.

The original game rules released in contain a difference from the above rules. The booklet stated that additional Yahtzees must be used as Jokers in the Lower Section and did not allow for their use in the Upper Section.

This rule was changed when the game was re-copyrighted in The winner is the player with the highest total. The rules do not specify what happens in the event of a tie.

It is important to understand the probability of completing a Yahtzee. This depends on whether a particular Yahtzee is required or any Yahtzee.

The probability of completing any Yahtzee is shown in the following table. The strategy is to keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others.

With two pairs, either can be chosen. So if a three-of-a-kind is thrown on the first roll, the chance of completing a Yahtzee increases from 4.

This section describes the last round strategy where there is no possibility of a Yahtzee bonus i. These are the simplest situations to analyse, although even at this late stage the strategy may vary depending on the game situation.

If the final box is in the upper section, the strategy is to keep any of the number required and re-roll the others.

The distribution is as follows:. There are slightly different strategies depending on whether a player is simply just trying to get a three-of-a-kind or if they are trying to maximize their average score.

Different strategies will also be required should a specific target be needed to achieve. The strategy to maximize the chance of getting a three-of-a-kind involves keeping any three-of-a-kind that is rolled.

If a three-of-a-kind is rolled then after the first throw the player should keep any other 5s and 6s, while after the second throw the player should keep any other 4s, 5s, and 6s.

An example is with the player keeps and throws the other 2. If a three-of-a-kind is not rolled the player should keep any pair that is rolled and re-roll the other dice, with two pairs the player should keep the higher pair, and with no pair the player should keep the highest die.

Following this strategy gives a This strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations.

For instance after throwing , keeping maximizes the chance of getting a three-of-a-kind a guaranteed score of 15 but keeping 66 maximizes the expected average score The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: For example, with the player should keep 6 rather than 22 and with they should keep not If they follow the strategy to maximize the average score they will get a three-of-a-kind As with three-of-a-kind there are slightly different strategies depending on whether a player is simply trying to get a four-of-a-kind or he is trying to maximize his average score.

Different strategies will also be required should he need to achieve a specific target. The strategy to maximize his chance of getting a four-of-a-kind involves keeping any four-of-a-kind that he has.

If he has a four-of-a-kind then after the first throw he will keep the other if it is a 5 and 6, while after the second throw he will keep it if it is a 4, 5 or 6.

So that with he keeps and will throw the 3. If he does not have a four-of-a-kind, the player should keep any three-of-a-kind or pair that he has and re-roll the other dice.

With two pairs he will keep the higher pair. With no pair he will keep the highest die. Following this strategy gives him a As with three-of-a-kind this strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations.

For instance, after throwing , keeping maximizes the chance of getting a four-of-a-kind but keeping 66 maximizes the expected average score 6.

Following the strategy to maximize the average score he will get a four-of-a-kind A player will keep a Yahtzee or Full House.

A Yahtzee will score 25 under the Joker rule, even though it is not strictly a full house. He will keep any four-of-a-kind, three-of-a-kind or pairs that are thrown and re-roll the others.

With two pairs he will keep both. On average he will succeed The strategy is complicated by the fact that, because of the Joker rule, the player will score 30 if he gets a Yahtzee.

Clearly he keeps any Small Straight or Yahtzee that he throws. After the first throw he will keep a run of 3 or 3 out of 4 e.

Otherwise, he will keep a 3 or 4 or both and a 2 or 5 if he also has a 3 or 4 e. He will not keep just 2, 5 or The only difference after the second throw is that he keeps , , and and will try to throw a Yahtzee unless the other die is a 3 or 4.

Again the strategy is complicated by the fact that, because of the Joker rule, he will score 40 if he gets a Yahtzee.

Clearly he will keep any Large Straight or Yahtzee that he throws. The best strategy is also to keep a four-of-a-kind and try to throw a Yahtzee, even after the first throw.

The player should not keep a three-of-a-kind. Keep a small straight or 4 out of 5 e. Otherwise he should simply keep any 2, 3, 4 or 5 just one of each , so that with he would keep A player should keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others.

On average he will succeed 4. To get the maximum average score the strategy is straightforward. After the first throw the player will keep any 5s and 6s.

After the second throw he will keep any 4s, 5s, and 6s. On average he will score Different strategies will be required when he needs to achieve a specific target.

The strategy for maximizing the expected score has been determined. It is important to note that the "Optimal" strategy simply maximises the average score.

It does not maximise the chances of winning a game. There are two main reasons for this. Firstly, the Optimal strategy takes no account of any opponents.

In normal gameplay a player will adjust their strategy depending on the scores of the other player or players. Secondly, the Optimal strategy tends to give undue importance to Yahtzee bonuses.

It is rare for a player without a Yahtzee bonus to beat a player with one. Consider the situation where the Yahtzee bonus was worth a million rather than a hundred.

It would not influence normal gameplay where the objective is to score more than the opponent. It would, however, affect the "Optimal" strategy since scoring a million would have a dramatic effect on the average score.

The "Optimal" strategy would be dominated by the prospect of a Yahtzee bonus. Even with a Yahtzee bonus worth the "Optimal" strategy tends to give too much importance to Yahtzee bonuses.

Despite these limitations the "Optimal" strategy does provide a useful guide as to the best strategy, especially in the early rounds.

The "Optimal" strategy for the first round is described in the next section. After the first round, the number of different games rapidly makes detailed analysis difficult but, in the early rounds, players generally simply adapt the first round strategy based on the boxes used.

For instance if a player throws in the first round they will keep 66 but if the 6s box was used in the first round and they throw in the second round they will naturally keep 55 instead.

The following table shows the average score obtained using the Optimal strategy and the proportion of the time that zero is scored in a particular category: It is possible to calculate the maximum average score with different rules.

When the rules are changed so that there is no Upper Section bonus the average score drops from This compares with an average bonus score of The average number of Yahtzees thrown in a game is 0.

In about a quarter of these cases the Yahtzee box has a score 0 and so there is no Yahtzee bonus. Although the average score is The 1st Percentile is i.

The strategy for the first round described here is based on that used by the "Optimal" strategy. Sometimes there are two possible plays which are almost equally good.

In these cases the simplest option is given, i. Although there are different ways of throwing 5 dice, because the order of the dice is not important there are only different combinations.

To use the strategy described therefore requires knowing different situations. The general principle after the first and second throws is to keep the largest number of similar dice and rethrow the rest.

When a player has a full house he will keep the three-of-a-kind. With two pairs, keep the higher pair and rethrow the other three dice.

If a large straight is rolled, keep it. If a small straight is rolled, keep it and re-roll the fifth die. If all the dice are different and there is no straight, keep only the 5.

There are a number of exceptions to these rules. These exceptions are different for the second and third rolls.

So, before the second roll he will never keep two pairs, he will never keep a pair of 1s and he will never throw all the dice again. So there are specific differences compared to the second roll.

Can be played on-line against others or if no connection to Internet, you can practice on your own. Usually take only seconds to find an opponent.

Evidence found in Egyptian tombs has suggested that early civilization used them. Primitive civilizations also used dice, the dice were composed of ankle bones from various animals.

Used to make predictions about the future, it may have been considered magical or possessed by these civilizations. Sources indicate that in some early civilizations dice were used to determine the name of a newborn child.

The oldest known dice were excavated as part of a backgammon-like game set at the Burnt City, an archaeological site in south-eastern Iran, estimated to be from — BCE.

It is believed that cubic dice were introduced into Europe by the explorer Marco Polo, during the fourteenth century, where their popularity spread rapidly.

The dots on the sides of the dice are called pips. While the use of Hindu-Arabic numerals is occasionally seen, such dice are less common.

The King of Norway lost the District of Hising to the King of Sweden after they rolled back-to-back sixes to win one of the earliest recorded dice bets in history.

Emperors Augustus and Nero were notorious gamblers, whereas Commodus, actually went bankrupt as a result of his gambling habits. He turned his palace into a casino to make up for the losses and pay his debts.

The faces of a die may be placed clockwise or counterclockwise.

After years of only playing against the computer, you can now start playing against other people from all over the world.

Click the "Multiplayer" button next to your avatar and choose a player name to connect. Once connected, you can challenge or be challenged by other players.

To keep things simple and even as possible, all multiplayer games allow multiple Yahtzees. Try to get the bonus.

The maximum possible score without multiple Yahtzees is , and you would get that by getting 5 ones 5 , 5 twos 10 , 5 threes 15 , 5 fours 20 , 5 fives 25 , 5 sixes 30 , get the bonus points 35 , five sixes 30 for three of a kind, five sixes 30 for four of a kind, get a full house 25 , get a small straight 30 , get a large straight 40 , five sixes for chance 30 , get a YAHTZEE Check Wikipedia for a detailed list of the differences between the two games.

Anyway, I hope you enjoy the game. If you have any questions or comments, send them to admin cardgames. My name is Einar Egilsson and over there on the left is my current Facebook profile picture!

Since I have no artistic talent whatsoever I used graphics that I found at OpenClipArt , a great site with free graphics. Any questions, comments or requests about the game, please send them to admin cardgames.

Hope you enjoy the game! This website uses cookies to store your preferences, and for advertising purposes. Read more in our Privacy Policy or manage your privacy settings.

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Gameplay In each turn a player may throw the dice up to three times. Upper section combinations Ones: Get as many ones as possible. Get as many twos as possible.

Get as many threes as possible. Get as many fours as possible. Get as many fives as possible. Get as many sixes as possible.

Lower section combinations Three of a kind: Get three dice with the same number. Points are the sum all dice not just the three of a kind.

Four of a kind: Get four dice with the same number. Points are the sum all dice not just the four of a kind.

Get three of a kind and a pair, e. Get four sequential dice, 1,2,3,4 or 2,3,4,5 or 3,4,5,6. Get five sequential dice, 1,2,3,4,5 or 2,3,4,5,6.

In this variant the players must score in exactly the same sequence as listed above, i. Ones first, then Twos , and so on. The requirement for upper section bonus is reduced to 42 two of each number.

This variant is played with 6 dice. There are 20 dice combinations. Here the Yatzy -combination is removed and the following combinations are added to the lower section:.

The score required to earn the upper section bonus is increased to 84 points four of each number. The value of the bonus is also increased to points.

If a player does not use all three rolls during a turn for example, if a Castle or similar combination is achieved on the first or second roll , the unused roll s can be saved and used during future turns.

From Wikipedia, the free encyclopedia. Retrieved from " https: Views Read Edit View history. This page was last edited on 30 August , at

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