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How to play Yatzy

By Ari Hlynsson · 1 player vs computer, or 2 online · Updated

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Fill all fifteen rows of your scorecard for the highest total: each row scores a different dice combination, and sixty-three points or more across the upper six rows earns a fifty-point bonus.

Five dice after a roll, and the scorecard they are scored into. Each of the fifteen rows scores a different combination and may be used once.

The rules, step by step

  1. 1

    Your turn starts with all five dice rolled. Tap the dice you want to keep and roll the rest, up to twice more, for three rolls in all.

  2. 2

    After your last roll, choose one open row and score the dice against it. Every turn fills exactly one row, so the game is thirty turns for two players.

  3. 3

    The upper section, ones through sixes, scores the sum of the matching dice. Three fives in the fives row is fifteen.

  4. 4

    The lower section scores shapes: one pair, two pairs, three and four of a kind, a full house worth the sum of all five dice, and chance, which is simply the total showing.

  5. 5

    The straights are exact: one-to-five is the small straight and scores fifteen, two-to-six is the large and scores twenty. Five of a kind is yatzy, worth fifty points.

  6. 6

    If the dice fit nothing you want to keep open, you must still write a row: put a zero somewhere it hurts least. When every row on both cards is filled, the higher total wins.

Tips that change how you play

The fifteen rows, and what each one scores

The fifteen rows, and what each one scores
RowWhat countsScores
OnesEvery one you have1 a die
TwosEvery two you have2 a die
ThreesEvery three you have3 a die
FoursEvery four you have4 a die
FivesEvery five you have5 a die
SixesEvery six you have6 a die
One pairTwo of a kind, the highest you holdTwice that face
Two pairsTwo different pairsBoth pairs added together
Three of a kindThree of a kindThree times that face
Four of a kindFour of a kindFour times that face
Small straight1 2 3 4 515, always
Large straight2 3 4 5 620, always
Full houseThree of a kind and a pairAll five dice added together
ChanceAnything at allAll five dice added together
YatzyFive of a kind50

Sixty-three or more across the top six rows earns a fifty-point bonus, which is what an average of three of each face comes to. Any row may be filled with a zero when nothing else will go, which is called scratching.

One turn, three decisions

First roll: five, five, three, two, six. The pair of fives is the obvious keep, because it feeds the fives row, the pair rows and a possible full house all at once, so hold both fives and roll three dice. Second roll: five, one, four. Now you hold three fives, worth fifteen in the fives row, and the bonus pace likes it. Third roll with two dice chasing the fourth five or a pair for the full house: they come up three and three. Look at what the final dice actually offer: five, five, five, three, three is a full house, worth the sum of all five: twenty-one. Writing the fives row scores fifteen and keeps the full house open for later; writing the full house banks twenty-one now but spends a rare shape on modest dice. With the bonus already on pace, take the twenty-one; if your upper section is limping, the fifteen in fives is the better ten seconds of arithmetic. The dice were the same either way. The score came from the choice.

Mistakes that cost beginners the game

Zeroing the yatzy row the first time a turn goes badly.
Fifty points deserves better than being the first sacrifice. Zero the ones or twos instead. The most they can ever cost is a handful of points and the bonus arithmetic survives it, while a scratched yatzy row is the biggest number on the card gone for the rest of the game.
Rerolling everything after a mixed first roll.
Almost every roll holds the start of something. The highest pair, three to a straight, a fistful of one face. Shaking all five dice throws away the information you just paid a roll for; keep the best fragment and improve it.
Filling the easy rows first and leaving the hard ones for last.
The endgame is where the dice stop cooperating, and arriving there with only the large straight and four of a kind open means writing zeros in your most valuable rows. Take the hard shapes the moment the dice offer them, and keep a cheap row open as the place a bad final turn can die quietly.

Common questions about Yatzy

Is this the same as the boxed dice game sold in shops?

Yatzy is the public-domain Scandinavian game, and it is not quite the same as the trademarked American version. The scorecard differs: Yatzy has one pair and two pairs rows, its straights are exact runs worth fixed points, and the full house scores the sum of the dice rather than a flat twenty-five.

How does the sixty-three bonus work?

Add up your six upper rows, ones through sixes. If they reach sixty-three, fifty bonus points land on your total. Sixty-three is exactly three of each face across the six rows, which is why keeping three matching dice in an upper turn counts as staying on pace.

Do I have to score every turn?

Yes. After your third roll one row must be filled, and if nothing fits, that row gets a zero. Choosing where to bury a bad turn is as much a part of the game as rolling well. The ones row is the traditional graveyard, since even full it barely scores.

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