ORDER OF PLAY
Roll 2d6 to determine the order of play. Highest goes first, second higest second etc.
Player 1 starts from Wild 1
Player 2 starts from Wild 5
Player 3 starts from Wild 9
Player 4 starts from Wild 13
DIFFERENCES FROM STANDARD YAHTZEE
- scores are different from standard yahtzee - please see Tiles & Point Scores above.
- rolling one of a number scores 10, two of a number scores 20, three of a number scores 30, four of a number scores 40
- to claim the chance tile you must get 25 or over on your final five dice combined total
FIRST ACTION - MOVEMENT
Roll 1d6, move that number of spaces forward numerically not counting the square you start from. Players can be on the same square.
LANDING ON A BLANK SQUARE
You are now able to roll for any available/unclaimed tile using the usual yahtzee rolls. Three rolls to get your best score. Whatever available/unclaimed tile matches your final score is then claimed by you and occupies the square you are currently on. This tile is then removed from the available tiles and can only be won by another on a challenge.
Turn now passes to the next player.
LANDING ON AN SQUARE WHERE THERE IS A CLAIMED TILE
You must now roll to win the tile on this square, so whatever is on this tile ie large straight or 5s for example that is the only thing you can go for (or yahtzee which always counts if you are not the current holder). To 'steal' the tile you must equal or better the current score. So to steal a large straight you must roll one, to steal 5s you must roll as many or more that the number of fives already claimed.
If you succeed, you claim that tile and its former owner loses it. If you fail, the current owner retains ownership. Turn now passes to the next player.
LANDING ON A SQUARE WHERE THERE IS ALREADY A TILE CLAIMED BY YOU
There are two choices.
You may remain and try to improve your score thereby further safeguarding your tile from being stolen. This will only apply to the number tiles where you have scored 10, 20 or 30.
Your other choice is to roll the movement dice again and move on. This is often a preferred option as you may land on a WILD (always good) or get the opportunity to land on and steal another's tile or land on a free space and roll for an unclaimed tile. Generally these are better options to gain more points.
LANDING ON A WILD SQUARE
Landing on a wild square means you can roll for any tile - available or already claimed. Best option here is to make the first roll and then see what might be the easiest tile to win. Some tiles may have already been claimed at a certain level - say three 5s - where others may not and in the case of the number tiles could be claimed by just a single number.
If you fail to claim a tile your turn ends and it pases to the next player.
If you 'steal' a tile, you move to that square and then your turn ends, play passing to the next player.
If you claim an available/unclaimed tile then you move to the first free square excluding Wilds which are always free. Your turn ends and play passes to the next player.
ROLLING A YAHTZEE
Any time a yahtzee is rolled, it confers the following benefits:
- it allows you to claim any tile in the game, available or claimed
- it allows you to place a 'yahtzee' protection on that tile meaning that it can only be stolen by another player if they roll a yahtzee. Only one yahtzee protection can exist on the game board at any one time. So if there is already a 'yahtzee' on the board, you would replace it with your own. Usually the yahtzee protection is applied to large straight as this is the highest scoring tile.
- Move to either a free square if claiming an available tile or to the square where you have stolen the tile. Turn ends and next player goes.
END GAME - CHALLENGE ROUNDS
The End Game - Challenge Rounds are triggered when the last available tile is taken ie all tiles are now on the game board.
At this point play passes to the next player and they take a turn in the same way as before but the difference is that as long as they succeed ie win a tile, then they go again.
And they keep playing until they fail, they take no further part in the game. Play then passes to the next player and they take a turn, continuing to play whilst they win. This continues until the last player (the one who claimed the last available tile) takes their turn in the same way, continuing until they fail. At this point the claimed tiles are scored for each owner and the winner established.
Last edited by Gypsy; Fri 07/09/12 21:48 UTC.