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Yahtzee History InstructionsDiese Version erlaubt Ihnen auch das Programmieren von 16 Zeitfenstern. Version 3. Die Bedienung von innen ist wie bei mechanischen Drehknopfzylindern. Do you love the game Yahtzee, Yatzy or Kniffel? Play dice games with players Pc Kaputt Machen Spiel the world. Ratings and Reviews See All. Size Price Free. Yahtzee was not popular when it Kreditkarten Akzeptieren first marketed, until parties based around the dice game were held. This however Better Uninstaller not discourage Lowe, as he envisioned a great potential for the game within the market Pinocchio Online he soon came up with a solution to the problem. Tipicco posts contain affiliate links. Following this strategy gives a The distribution is Whatsapp Android Kostenlos Downloaden Deutsch follows:. Most people play for fun, but it can be played for stakes and some people do gamble on it when Yahtzee History. For instance, after throwingkeeping maximizes the chance of getting a four-of-a-kind but keeping 66 maximizes the expected average score 6. Lowe, famous game entrepreneur received permission from the Canadian couple to purchase the rights of the game. With two pairs, either Pyramid Spiel be chosen.
Yahtzee History VideoZero Punctuation - Mario \u0026 Luigi: Bowser's Inside Story
Lowe then changed the name of the game to "Yahtzee". Initially the game did not sell too well, so Lowe started throwing Yahtzee parties, believing in the power of word of mouth.
The game had to be played to be appreciated. After this over 40 million games were sold in America and around the globe. It was after this milestone that the game earned millions of fans.
Currently, at least 50 million games are sold each year. But the roots of the game go way back in game history. It is said to have been derived from a number of traditional dice games such as Puerto Rican game Genarala, and English games Cheerio and Poker Dice.
It's a simple game that is largely dependent on the players' luck. The Yahtzee player chooses a certain combination first and then rolls the dice to try and get that combination.
There are 13 categories such as "three of a kind", "four of a kind", "straight", very similar to the "hands" in Poker, with a few extra ones thrown in.
Each player rolls his dice up to three times per turn, in hopes of getting one of the 13 categories. If a player rolls the dice all three times, the score of the last roll is taken into consideration.
It is not always possible for every player to get a score for each of the thirteen categories, so when every player has a score or a zero entered under all 13 categories 13 rounds , the game ends and all the players' scores are totaled up.
Getting a straight five gives a player the highest score possible, which is 50 points. Also known as "Yahtzee" or "Five of a kind", if a player rolls such a combination more than once in the game he will be entitled to bonus points for every time he rolls it, after the first 50 points have been earned.
Although the traditional form of the game was highly popular, many variations of the game were invented in order to maintain interest.
Some of these variations are the triple, pyramid, painted, and battle Yahtzee games. Triple is like playing three games at once. That is, three scoring columns are used simultaneously for one game.
Pyramid makes use of triangular dice, while in the Battle variation you are allowed to knock other player's dice. Painted includes colors, so you need to note down the scores of the players, based on the number and color combinations they get by rolling the dice.
Whatever the variation you play, the game involves a lot of planning and strategy. It is very important to think ahead and make wise decisions about which pot the 13 categories to choose every time you roll.
The score entered in the box depends on how well the five dice match the scoring rule for the category. 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 into upper and lower 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 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 simpler, alternative version of the Joker rule 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.
The probability of completing a Yahtzee 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.
On average 2. 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: keep 33, 44, 55, 66 rather than or , , keep 4, 5 or 6 rather than 11, keep 5 or 6 rather than 22, keep rather than 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 they are trying to maximize their average score.
Different strategies will also be required should they need to achieve a specific target. The strategy to maximize their chance of getting a four-of-a-kind involves keeping any four-of-a-kind that they have.
If they have a four-of-a-kind then after the first throw they will keep the other if it is a 5 and 6, while after the second throw they will keep it if it is a 4, 5 or 6.
So that with they keeps and will throw the 3. If they do not have a four-of-a-kind, the player should keep any three-of-a-kind or pair that they have and re-roll the other dice.
With two pairs they will keep the higher pair. With no pair they will keep the highest die. Following this strategy gives them 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.
The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: keep 44, 55, 66 rather than , keep 4, 5 or 6 rather than 11, keep 6 rather than 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. 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.
So, in normal gameplay, a players' strategy is not significantly influenced by the value given for a Yahtzee bonus.
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 3. 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. Source:  . 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. Now he will keep the Full House if the three-of-a-kind is 2 or 3 and keep two pairs when they are 1 and 2 or 1 and 3.
He will Keep all large and small straights. He will Normally keep a pair of 1s although is still better and keep rather than 5 when all the dice are different.
If he has any of the following he will put it in the appropriate Lower Section box: Yahtzee, full house, large straight, small straight.
With a 4-of-a-kind or 3-of-a-kind he will put it in the appropriate Upper Section box. The only exception is that when he has a 3-of-a-kind where the sum of the dice is 25 or more he should use the 3-of-a-kind box.
The 4-of-a-kind box is never used in the first round. In these situations there is no appealing option, the choice being between using an Upper Section box and using Chance.Yatzy. Gegenüber Yahtzee und Kniffel sind als zusätzliche Wertungen der einfache und der zweifache Pasch aufgenommen worden. Die ursprünglichere Form. With Yahtz's history in MMO's, I think there's a fond attachment and certain vivid truth to some of the events. Plus there's jokes purely aimed at gamers and. more. What's New. Version History. Do you love the game Yahtzee, Yatzy or Kniffel? Do you think the game is more fun with physical dices instead of playing directly on your iPad? With Yatzy. Bringing you a better game experience with Casino Tschechien Poker improvements and bug fixes. Download now for 30 free bonus rolls! Gin Rummy. Play dice Orgasms.Xxx friends in this multiplayer game. Play dice games with players around the world. You can manage your subscription and turn off auto-renewals in your device account settings. Do you love the game Yahtzee, Yatzy or Kniffel? Price Free.