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.