POWER YAHTZEE™

THE POWER DIE

Roll the Power die like the other five dice.

  “1”, “2”, or “3” - determines the “Power” for your current hand: Your score will be multiplied by this number.

  “Freeze” - stops you in your tracks! Your turn immediately ends and you must score your hand, even if you’ve only rolled once. The Power of “Freeze” is always one.

  “Double” - means that you must score your hand in any two slots. The Power of “Double” is always two.

  “Power” - not only does it multiply your roll by three but it allows you a fourth roll!

 

OBJECT

Roll dice for scoring combinations, and get the highest total score.

 

GAME SUMMARY

On each turn, roll the dice up to 3 (or sometimes even 4) times to get the highest scoring combination for one of the scoring categories (there are 13 categories in Classic mode, 20 in Painted mode and 21 in POWER mode).

After you finish rolling, you must select one of the category boxes on your scorecard. In Classic mode and Painted mode, the game ends when all players have filled in all their category boxes while in POWER mode the game ends when the first player has filled in all category boxes. Scores are totaled, including any bonus points. The player with the highest total wins.

 

HOW TO PLAY

Each player starts with an empty scorecard. The player selected to go first takes the remote control.

 

TAKING A TURN – CLASSIC AND PAINTED MODES

On your turn, you may roll the dice up to 3 times, although you may stop and score after your first or second roll. To roll the dice, first press the ‘2’ key on your remote to shake the dice, and then release the key to roll them.

First roll: All 5 dice are rolled. Use the ^ and v arrow keys on the remote to move the cursor between the dice. Select the dice you want to keep by pressing SELECT. You may stop and score now or roll again using the ‘2’ key.

Second roll: Reroll ANY or ALL dice – you don’t need to declare which combination you’re rolling for; you may change your mind after any roll.

You may stop and score after the second roll, or set aside any “KEEPERS” and roll a third time.

Third and final roll: Reroll ANY or ALL dice. After your third roll, you must select a category box on your scorecard. The value of each category will be displayed on it - either a score or a zero. Select a category box to score using the <> and SELECT keys. After you select a category box, your turn is over.

Note: When the cursor highlights a category box, the category’s title and value calculation will appear above the cursor. If you want to turn the display off, simply press the ‘3’ key on your remote. To turn the display back on, press the same key.

 

TAKING A TURN – POWER MODE

Taking turns in POWER mode is similar to Classic mode and Painted mode, only in this mode you roll 6 dice - 5 standard dice and 1 Power die.

The Power die can be re-rolled just like the other five dice. But there are important exceptions:

 If you roll a 1, 2 or 3, that number determines the “Power” for your hand and how many times you multiply your score. “1” means you earn only the value of the hand; “2” doubles your points earned; “3” triples the value of your hand. For example, at the end of your three rolls you end up with the following dice:

 

You’ve rolled a “2” on the Power die. You decide to score the hand in the Fives box (worth 15 points). That score will be multiplied by “2” which means you’ve scored 30 points for this hand!

  “Freeze” stops you in your tracks! Whenever “Freeze” appears, your turn immediately ends, even if you’ve rolled only once.

For example, you roll the following dice:

 

Since you must score this hand now, you elect to do so in the Ones box (worth 2 points). The Power for “Freeze” is always “1”, so you earn a total score of only “2”. Hopefully, “Freeze” won’t put too much of a chill in your game!

  When you roll the “Double” side on the Power die you must score your hand in any two category boxes and multiply each score by a Power of “2”.

For example, after three rolls you end up with the following dice:

 

You must score this hand twice. In this case, you could score four 4’s under Fours (worth 16 points) and also a 4 of a Kind (worth 22 points). Each is multiplied by a Power of “2”. So the Fours will score you 32 points while the 4 of a Kind earns you 44 points. Not bad! Later in the game, your roll may not qualify to score in two empty boxes (or, you may choose not to). If so, you must select an unscored category box worth zero points. Note that you may undo the scoring of the first category box by pressing the ‘4’ key on your remote.

  “Power” is a great roll, if you keep it. Not only does it multiply your score by “3” but it permits you to make a fourth roll if you wish.

For example, after three rolls, you’ve got the following dice:

 

You can attempt to achieve a YAHTZEE and re-roll the “3” one more time. If you roll another “6” you’ve earned a YAHTZEE (and will triple your score)! It is usually wise to hold onto “Power” to earn a fourth roll. You lose that opportunity if you re-roll the Power die, unless you roll “Power” again on your next roll.

SCORING

When you are finished rolling, decide which category box to fill in on your scorecard.

For each Classic game, there are 13 scoring categories, for each Painted game there are 20 scoring categories and for each POWER game there are 21 scoring categories. You must select a category box on each turn; if you can’t (or don’t want to) select a category with a score, you must select a category worth zero points. Select each category box only once, in any order, depending on your best scoring options.

The scorecard is divided into an Upper Section and a Lower Section. An additional Color Section is available in Painted mode. Scoring combinations for each section are explained as follows:

Scoring in Classic Mode

Upper Section

Add only the dice with the same number.

For example, with the dice shown below you could score 9 in the Threes box, 2 in the Twos box or 4 in the Fours box:

Your goal in the Upper Section is to score a total of at least 63 points, to earn a 35-point bonus. The bonus points are based on scoring three of each number (Aces through Sixes); however, you may earn the bonus with any combination of scores totaling 63 points or more.

Lower Section

3 of a Kind: Select this box only if the dice include 3 or more of the same number.

For example, with the dice shown below you could score 18 points in the 3 of a Kind box:

Other scoring options: You could score 18 in the Chance box, or you could score in the Upper Section: 15 in the Fives box, 2 in the Twos box or 1 in the Aces box.

4 of a Kind: Select this box only if the dice include 4 or more of the same number.

For example, with the dice shown below you could score 14 points in the 4 of a Kind box:

Other scoring options: You could score 14 in the 3 of a Kind box or in the Chance box-or you could score in the Upper Section: 8 in the Twos box, or 6 in the Sixes box.

Full House: Select this box only if the dice show three of one number and two of another. Any Full House is worth 25 points.

For example, with the dice shown below you could score 25 in the Full House box:

Other scoring options: You could score 19 in the 3 of a Kind box or in the Chance box-or you could score in the Upper Section: 9 in the Threes box or 10 in the Fives box.

Small Straight: Select this box only if the dice show any sequence of four numbers. Any Small Straight is worth 30 points. You could score 30 points in the Small Straight box with any of the three dice combinations shown below:

           

                       

Other scoring options: You could score in the Chance box, or in the appropriate Upper Section box.

Large Straight: Select this box only if the dice show any sequence of five numbers. Any Large Straight is worth 40 points. You could score 40 points in the Large Straight box with either of the two dice combinations shown below:

Other scoring options: You could score in the Small Straight box, the Chance Box, or the appropriate Upper Section box.

YAHTZEE: Select this box only if the dice show five of the same number (5 of a Kind). A YAHTZEE example is shown below:

The first YAHTZEE you select is worth 50 points. For each additional YAHTZEE you roll, you earn a bonus (see YAHTZEE BONUS, below)!

Chance: Score the total of any 5 dice in this box. This catch all category comes in handy when you can't (or don't want to) score in another category, and don't want to select a category worth zero points.

For example, you could score 22 points in the Chance box with the dice shown below:

YAHTZEE BONUS: If you roll a YAHTZEE and have already filled in the YAHTZEE box with a 50, you automatically get a 100-point bonus when you select one of the 13 boxes on your scorecard and score points according to the JOKER RULES (to follow).

As long as you've scored 50 in the YAHTZEE box, you get a YAHTZEE bonus for each additional YAHTZEE you score!

If you roll a YAHTZEE and have already selected the YAHTZEE box when it was worth zero points, you do not earn a YAHTZEE bonus; however, you must select one of the 13 boxes on your scorecard according to the following JOKER RULES.

JOKER RULES: When scoring according to these rules, the total of all 5 dice is automatically scored in the appropriate Upper Section box. If this box has already been selected, you may choose any open category box in the Lower Section to fill in. If all Lower Section category boxes have already been selected, you must select a category box worth zero points in the Upper Section.

Note: Sometimes you won’t be able to score your hand anywhere on your scorecard. If you’ve already used up all the category boxes where the hand can be scored, you’re out of luck and must take a zero in another box on your scorecard. Generally, it is wise to score a zero where the odds are against you scoring or where you wouldn’t earn many points (like in the Ones box).

 

Scoring in Painted Mode

In Painted mode, each die shows both a number and a color. Hands can be set to show either a certain combination of numbers or colors.

Upper Section

The scoring for the Upper Section is the same as in Classic mode.

Lower Section

 

The scoring for the Lower Section is the same as in Classic mode however it includes several new scoring boxes.

The new Lower Section includes: 4 of a Kind, 4 of a Color, Full House, Painted House, Straight, Rainbow, Flush, YAHTZEE, YAHTZEE BONUS, and Chance.

Points are awarded according to the type of hand: 4 of a Kind and 4 of a Color award the sum of the points on all dice; Full House awards 25 points for a hand showing 3 dice with any same number and 2 dice showing any other same number (as in the Classic mode); Painted House is similar to Full House, except that points are awarded for colors rather than numbers (for example, 25 points are awarded for 3 dice of one color, and 2 dice of a second color); a Straight (5 dice with 5 consecutive numbers) and a Rainbow (5 different colored dice) award 40 points each; YAHTZEE and YAHTZEE BONUS are the same as in Classic mode, and a Flush, or a color YAHTZEE, is when all the dice you have rolled are the same color; Chance awards points according to the total sum of all the dice.

Color Section

 

The Color Section has 5 categories, one for each of the possible die colors: Blue, Red, Purple, Green, and Yellow. In this section, points are awarded according to the numbers appearing on the corresponding colored die (for example, scoring for the Blue Category awards only the points on the Blue dice). As in the Upper Section, the Bonus Category in the Color Section scoring 63 points automatically awards an extra 35 points.

 

Scoring in Power Mode

Upper Section

 

The scoring for the Upper Section is the same as in Classic mode, apart for the added Choice box. You can use it to score any one number a second time: The dice with the same number are added.

Let’s say you’ve already scored three Threes. You then roll the following dice on a subsequent turn:

Since you’ve already used the Threes box, you can score your three Threes again in the Choice box. Choice also helps you win a bigger bonus in the Upper Section.

Keep this in mind when you choose where to score a hand that could go in either the Upper or Lower Section.

Your goal in the Upper Section is to score a total of at least 150 points, to earn a 50-point bonus. 200 points will earn a 100-point bonus and 300 points will earn a 200-point bonus.

Lower Section

 

2 Pairs: This box appears only in POWER mode and you score this box only if you have 2 pairs of the same number each.

For example, with the dice shown below you could score 12 points in the 2 Pairs box:

Other scoring options: You could instead score 12 in the Chance box, or you could score in the Upper Section: 8 in the Fours box, 2 in the Ones box or 2 in the Twos box.

3 of a Kind, 4 of a Kind, Small Straight, and Large Straight: Similar to Classic mode only there are 2 boxes for each: 1ST and 2ND. When scoring any of these boxes, first the 1ST should be scored, then the 2ND.

Full House and Chance: Similar to Classic mode.

YAHTZEE: Similar to Classic mode, only there are 3 boxes: 1ST, 2ND, and 3RD.  When scoring any of these boxes, first the 1ST should be scored, then the 2ND, then the 3RD. Note that if you decide to select one of the YAHTZEE boxes with a value of zero points, the 3RD YAHTZEE will be selected first, then the 2ND, and the 1ST will be selected last.

There is no bonus for additional YAHTZEEs: If you roll a YAHTZEE and all 3 YAHTZEE boxes are used, this last rolled YAHTZEE cannot be scored as a YAHZTEE - you must select one of the other boxes in the scorecard.

Important note: As mentioned earlier, in POWER mode all scored boxes are multiplied by the value shown on the Power Die – 1, 2, or 3 (the Upper Section bonus, if granted, is not multiplied).

 

ENDING A GAME
In Classic mode and Painted mode: Once all players have selected all category boxes, the game ends. The points for each of the players are tallied.

In POWER mode: Once the first player has selected all category boxes, the game ends. The points for each of the players are tallied.

 

HOW TO WIN
After the scores are tallied, the player with the highest Grand Total wins the game!

 

SOLO PLAY
No competition around? Challenge yourself in solitaire play, and try to beat your previous scores!

 

A TURN EXAMPLE
You're well into a Classic mode 4-player game. Your dice rolls are illustrated below.

 

First Roll: 

 

You could roll again for Fours, 3 of a Kind, or a Large Straight. You've already scored your Small Straight, so it's risky; but the 2/3/4/5 gives you a good chance of rolling either an Ace or a Six in the next two rolls. You decide to set aside the Small Straight and reroll one die.

Second Roll: 

You roll a Two. You could reroll the die again for your Large Straight, or set aside the 2 Twos and roll for your Twos or for 3 of a Kind. You decide to set aside the twos and reroll the remaining 3 dice.

Third and Final Roll:

You roll 1 Two and 2 Threes. You could score 6 points for Twos, 12 points for 3 of a Kind, or 25 points for Full House. You decide on the Full House because this combination can be tough to roll later in the game; also, you're ahead in the Upper Section, so you may not need 3 Twos for your 35-point bonus; and also, you're hoping that later you'll roll a higher-scoring 3 of a Kind!

 

SAVING THE GAME

After saving a game, you will be able to resume playing from the exact point where the game was saved.

 
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