
After 50 in Five of a Kind, each further five-of-a-kind earns 100 extra points when scored. A zero in that box prevents the bonus, but Joker rules still apply.
Use the matching upper box if empty. Otherwise choose a free lower box: Full House 25, Small Straight 30, Large Straight 40, or the dice total for Three/Four of a Kind and Chance. If the lower section is full, score zero in a free upper box. The scorecard enables only legal choices.
Your final score is
Nice game.
Roll five dice, choose what to hold, and fill thirteen scoring categories in this single-player score challenge.
Press Roll dice to begin your turn. Select any dice you want to keep, then roll the remaining dice. You have up to three rolls per turn.
Choose an unused category on the scorecard to bank your result and start the next round. The game ends when all thirteen categories are filled.
Each category can be used once; choosing a category your dice do not satisfy scores zero. The upper section scores only dice matching its number.
An upper subtotal of 63 earns a 35-point bonus. Three and four of a kind score the dice total; a full house scores 25, a small straight 30, a large straight 40, and five of a kind 50. Chance scores the total of any roll.
After scoring 50 in Five of a Kind, each further five-of-a-kind roll earns an extra 100 points when you score it. Rerolling or holding dice does not bank a bonus. A zero in Five of a Kind prevents extra bonuses, but Joker rules still apply.
Joker rules: when Five of a Kind is already filled and all five dice match, you must use the matching upper box if it is empty. Otherwise choose any empty lower box: Full House scores 25, Small Straight 30, Large Straight 40; Three of a Kind, Four of a Kind and Chance score the dice total. If all lower boxes are filled too, choose an empty upper box and score zero. Disabled categories cannot be chosen.
Example: after a 50-point Five of a Kind, five sixes score 30 in an empty Sixes box plus a 100-point bonus. If Sixes is already filled, you may instead take 25 in an empty Full House box plus the bonus.
Aim for three of each number in the upper section to stay on course for the bonus. High sixes and fives can compensate for weaker low-number rounds.
Keep Chance available for a strong total that misses another combination. When a roll goes badly, compare the cost of sacrificing each unused category.
Yahtzee combines probability with scorecard planning. A good roll helps, but choosing when to take points and when to risk another roll is the heart of the game.