First of all, this is not Yatzy with the rules most of you are used to. So please read through all
of this text to find out how to play correctly regarding to my rules. This will save you from beeing
mad when things don't happen as you might expect.

3 throws/turn. Click on the dices you want to lock for the next throw. When all throws are made, click on the combo that match all the dices. To save you from some clicking, you can click on the matching combo before you've made all three throws.

As I mentioned above,**ALL** dices are in use to make the combos on the lower part!

This means, for example, that you can't take points for a pair if there are two pairs made with the 5 dices. No pair or 3 of a kind if the dices show a full house. No pair or two pair if the dices show 4 of a kind and so on.

If you do so anyway, you get no points for it.

The only combo that doesn't have this rule applied is the Chance.

*I think this little rule make the game more tactical. Now you just can't collect sixes like a maniac
the starting turns and then place these on one pair, two pair, 3 of a kind, 4 of a kind if you are one
dice away from Yatzy every time.*

You now have to plan ahead, and even calculate with the risk of getting a full house (that you may already have) when your main goal was to get a high two pair or 3 of a kind etc. Then those mentioned combos can't save you with this rule.

If you, after the third throw, get a combo you already got, you have to cross out a free combo and recieve no points for it.

But if you have Chance or a corresponding single number combo still free, you can of course use them to get some points.

In every combo, except the Yatzy, the points given correspond to the value of the dices that are in the combo. Let's say you get a pair of deuces, then you get 4 points and not the value of the three other dices too.

Yatzy is worth the total value of the dices, plus 50 points as a bonus. If you put a Yatzy on Chance or on a single number, you don't get a Yatzy-bonus.

A subtotal over 62 for the upper part is worth 50 points as a subtotal bonus.

404 is the maximum score.

3 throws/turn. Click on the dices you want to lock for the next throw. When all throws are made, click on the combo that match all the dices. To save you from some clicking, you can click on the matching combo before you've made all three throws.

As I mentioned above,

This means, for example, that you can't take points for a pair if there are two pairs made with the 5 dices. No pair or 3 of a kind if the dices show a full house. No pair or two pair if the dices show 4 of a kind and so on.

If you do so anyway, you get no points for it.

The only combo that doesn't have this rule applied is the Chance.

You now have to plan ahead, and even calculate with the risk of getting a full house (that you may already have) when your main goal was to get a high two pair or 3 of a kind etc. Then those mentioned combos can't save you with this rule.

If you, after the third throw, get a combo you already got, you have to cross out a free combo and recieve no points for it.

But if you have Chance or a corresponding single number combo still free, you can of course use them to get some points.

In every combo, except the Yatzy, the points given correspond to the value of the dices that are in the combo. Let's say you get a pair of deuces, then you get 4 points and not the value of the three other dices too.

Yatzy is worth the total value of the dices, plus 50 points as a bonus. If you put a Yatzy on Chance or on a single number, you don't get a Yatzy-bonus.

A subtotal over 62 for the upper part is worth 50 points as a subtotal bonus.

404 is the maximum score.

You didn't make it into the top 15.

Better luck next time...

Better luck next time...

Programmed by Mindfire in 2005

Please visit The Thin Elephant

(Only Swedish)

Please visit The Thin Elephant

(Only Swedish)

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