A: Score Key Value >> >> >> 1-x 2-x 3-x ---------------------------------- One's 1's 1's 1's Two's 2's 2's 2's Three's 3's 3's 3's Four's 4's 4's 4's Five's 5's 5's 5's Six's 6's 6's 6's Waste-A-Turn X X X See "Waste-A-Turn" below ---------------------------------- Upper Upper Bonus, based on Upper Sub-Total Sub-Total *** *** *** 63 to 67 ... 35 / 70 / 105 Upper Bonus *** *** *** 68 to 72 ... 40 / 80 / 120 ---------------------------------- 73 to 77 ... 45 / 90 / 135 Upper Final Total *** *** *** 78-and-up .. 50 / 100 / 150 __________________________________ ---------------------------------- 2 Pairs *** *** *** Sum of pairs only. Any combo accepted. 3-of-kind *** *** *** Sum of Dice. 4 and 5 of kinds accepted. 4-of-kind *** *** *** Sum of Dice. 5 of kinds accepted. Full House 25+ 50+ 75+ At least 25 points. Dice sums in excess -- -- -- of 25 accepted. 5-of-kinds accepted. 25 50 75 Five 1's, 2's or 3's 30 60 90 Five 4's or 5's 35 70 105 Five 6's Small Straight 30 60 90 1-2-3-4; JOKER of five 1's, 2's or 3's 35 70 105 2-3-4-5; JOKER of five 4's or 5's 40 80 120 3-4-5-6; JOKER of five 6's Large Straight 40 80 120 1-2-3-4-5; JOKER of five 1's, 2's or 3's 45 90 135 ---------; JOKER of five 4's or 5's 50 100 150 2-3-4-5-6; JOKER of five 6's YAHTZEE 50 100 150 Five 1's, 2's or 3's (5-of-kind) 60 120 180 Five 4's or 5's 75 150 225 Five 6's YAHTZEE 100 200 300 Five 1's, 2's or 3's BONUS 120 240 360 Five 4's or 5's 150 300 450 Five 6's 1st Chance *** *** *** Sum of Dice 2nd Chance *** *** *** Sum of Dice Waste-A-Turn X X X See "Waste-A-Turn" below ---------------------------------- Lower Lower Bonus, based on Lower Sub-Total Sub-Total *** *** *** 150 to 174 ... 50 / 100 / 150 Lower Bonus *** *** *** 175 to 199 ... 60 / 120 / 180 ---------------------------------- 200 to 224 ... 70 / 140 / 210 Lower Final Total *** *** *** 225-and-up ... 80 / 160 / 240 Upper Final Total *** *** *** ---------------------------------- Grand Total *** *** *** Player's Total ***** B .. YAHTZEE, YAHTZEE BONUS, JOKER & Plain 5-of-a-Kind A YAHTZEE is, of course, a 5-of-a-kind that is specificly recorded in the YAHTZEE columns. (column order does not matter). A YAHTZEE having five 1's, 2's or 3's will be worth 50 / 100 / 150 points; five 4's or 5's make it worth 60 / 120 / 180 points; five 6's make it worth 75 150 / 225 points. A YAHTZEE BONUS can be scored in the appropriately marked columns any time after the three YAHTZEE columns are all filled. The first YAHTZEE BONUS must go into the 1x column, the next into the 2x column, and the last into the 3x column. A YAHTZEE BONUS having five 1's, 2's or 3's will be worth 100 / 200 / 300 points; five 4's or 5's make it worth 120 / 240 /360 points; five 6's make it worth 150 / 300 / 450 points. A JOKER is a 5-of-a-kind score that can be recorded in either the Small Straight or Large Straight columns. Point values for such scores are shown on the YAHTZEE Score Key diagram (see above). NOTE -- JOKERS will not count as either a YAHTZEE or a YAHTZEE BONUS. A Plain 5-of-a-Kind is a score that can be recorded in any row of any column other than YAHTZEE, YAHTZEE BONUS, Small Straight or Large Straight. It will not count as either a YAHTZEE or a YAHTZEE BONUS. C .. THE LOWER HALF BONUS As has always been true with the traditional Upper Half Bonus, the Lower Half Bonus offers an extra opportunity to add-on to your overall score. D .. 1st CHANCE and 2nd CHANCE 1st CHANCE and 2nd CHANCE are merely an enhancement on the traditional YAHTZEE CHANCE option. Both allow a player to do the same thing that the traditional CHANCE option allows -- to record a dice sum score that for whatever reason could not otherwise be recorded in any of the other columns. Scores may be recorded in either the 1st CHANCE or 2nd CHANCE columns at any point in the game, and in whatever order that a player so desires. E .. WASTE-A-TURN WASTE-A-TURN allows a player to do just what the term says. On those occasions in the game when a player feels that no score can be recorded in any regular column, they can simply mark "X" in a WASTE-A-TURN column. WASTE-A-TURN can be used to avoid putting a "0" (zero) in any column when no acceptable score can be otherwise recorded. As a result, players will have a few extra chances to record proper scores on future turns during any given game. WASTE-A-TURN has no bearing what-so-ever on game scoring, and can be used at any point in the game. |
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