| OBJECT Roll dice for scoring combinations, and get the highest total score. GAME SUMMARY On each turn, roll the dice up to 3 times to get the highest scoring combination for one of the scoring categories (13 in Classic Mode or 20 in Painted Mode). After you finish rolling, you must place a score or a zero in one of the category boxes on your score card. The game ends when all players have filled in their 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 score card. The player selected to go first should be handed the remote control. TAKING A TURN 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, press the key on your remote to shake the dice, and release the button to roll them out. First roll: All 5 dice are rolled. Use the and arrows on the remote to move the cursor between the dice. Select the dice you want to keep by pressing . You may stop and score now or roll again using the key. Second roll: Reroll ANY or ALL dice you want – 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 you want. After your third roll, you must fill in a box on your score card with a score or a zero. Select a box to score using the , and keys. After you fill in a box, your turn is over. SCORING When you are finished rolling, decide which box to fill in on your score card. For each Classic game, there are 13 scoring boxes, and for each Painted game there are 20 scoring boxes. You must fill in a box on each turn; if you can’t (or don’t want to) enter a score, you must enter a zero. Fill in each box only once, in any order, depending on your best scoring options. The score card 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 below. Scoring in Classic Mode  To score in the Upper Section, add only the dice with the same number and enter a total in the appropriate box. 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. Each of the Lower Section scoring combinations is explained in detail below:  3 of a Kind: Score in 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 instead 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: Score in 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 instead 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: Score in 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 instead 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: Score in 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 instead score in the Chance box, or in the appropriate Upper Section box. Large Straight: Score in 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 instead score in the Small Straight box, the Chance Box, or the appropriate Upper Section box. YAHTZEE: Score in 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 enter in the YAHTZEE box 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 enter a zero. 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! In addition, you may fill one of the 13 boxes on your score card according to the JOKER RULES, described below. As long as you've scored 50 in the YAHTZEE box, you get a YAHTZEE bonus for each additional YAHTZEE you roll! If you roll a YAHTZEE and have already entered zero in the YAHTZEE box, you do not earn a YAHTZEE bonus; however, you must fill in one of the 13 boxes on your score card according to the JOKER RULES below. JOKER RULES: When scoring according to the JOKER RULES, the total of all 5 dice is automatically scored in the appropriate Upper Section box. If this box has already been filled in, you may choose any open box in the Lower Section to fill in. If all Lower Section boxes have already been filled in, you must enter a zero in an open box in the Upper Section. Scoring in Painted Mode In Painted Mode, each die shows a number and also a color. Hands can be set to show either a certain combination of numbers or colors. The scoring for the Upper Section is the same as in Classic Mode, and scoring in the Lower Section is also similar. Note there is also a 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.  The new Lower Section includes: 4 of a Kind, 4 of a Color, Full House, Painted House, Straight, Rainbow, Flush, Palette, YAHTZEE, and YAHTZEE BONUS. 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; A YAHTZEE is 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; A Palette awards points according to the total sum of all the dice. ENDING A GAME Once each player has filled in all 13 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 4-player game. Your dice rolls are illustrated below.  First Roll:      You could roll again for Fours, 3 of a Kind or 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! |