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Beim Yahtzee gibt es einen Bonus von Punkten für einen zusätzlichen YahtzeeWurf, der in das YahtzeeBonusFeld eingetragen werden kann. Sechser: Nur Sechser zählen; Summe oben (Gesamt:1); Bonus: 35 Punkte wenn oben mindestens 63 Punkte; Dreierpasch: Drei gleiche Würfel  Alle Augen. Yahtzee, auch als Kniffel und manchmal als Yatzy bekannt, ist weltweit das Du musst wenigstens 63 Punkte erzielen, um den Bonus zu bekommen, daher. Wer über 63 Punkte erzielt, bekommt einen Bonus von Punkten. Und nun gilt es, die eigentlichen Poker‐Positionen zu erwürfeln. 1 Paar. = zwei Gleiche. Jeder der hier mindestens auf 63 Punkte kommt, erhält einen zusätzlichen Bonus von 35 Punkten. Anschließend wird Teil 2 aufaddiert und beide Teile zusammen.
Sie Punkte hinzu (siehe Abschnitt "Yahtzee. Bonus"). Eintragen der Würfe. Hier sind Taktik und Strategie gefragt! Denn wenn Sie Yahtzee spielen. Wer über 63 Punkte erzielt, bekommt einen Bonus von Punkten. Und nun gilt es, die eigentlichen Poker‐Positionen zu erwürfeln. 1 Paar. = zwei Gleiche. Chance / Bonus, darf mit der Punktezahl eines beliebigen Wurfes ausgefüllt werden, günstig bei hoher Augenzahl. Yatzy, 5 gleiche Augenzahlen = 50 Punkte.Yatzee Bonus Kombinationen
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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: [6].
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: [5] [7]. 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 threeofakind. 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 reroll 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 threeofakind 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 4ofakind or 3ofakind he will put it in the appropriate Upper Section box. The only exception is that when he has a 3ofakind where the sum of the dice is 25 or more he should use the 3ofakind box.
The 4ofakind 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.
With two pairs follow the rule for the lower of the two pairs he has. The rule depends on whether his pair or smaller pair is low 1, 2 or 3 or high 4, 5 or 6 :.
The best outcome in the first round is to throw a Yahtzee and put it in the Yahtzee box. This increases the final expected score from The second best outcome is to score 24 in the 6s box.
This has a value of The worst first roll is which has a value of The worst third roll is which has a value of The highest possible score is 1, and involves throwing 13 Yahtzees, scoring 12 Yahtzee bonuses of points each, as well as in the other categories.
The is achieved by scoring five aces 5 , five twos 10 , five threes 15 , five fours 20 , five fives 25 , five sixes 30 , the Upper Section bonus 35 , five sixes scored as Threeofakind 30 , five sixes scored as a fourofakind 30 , a full house 25 , a small straight 30 , a large straight 40 , a Yahtzee 50 , and five sixes scored as chance The score of 1, requires using the "Joker" rules for the full house, small straight, and large straight categories.
In order to score 1, the player must throw 13 successive Yahtzees. The probability of getting a Yahtzee, if that is the sole objective, is 4.
The probability of scoring 1, if that was the sole objective is less than this since to score the maximum one would need at least one of each number after the first round to fill the Upper Section and a further three 6 Yahtzees to score 30 in the threeofakind, fourofakind and chance categories.
This most frequently happens when a player rolls two pairs. This means that a player can slightly increase the chance of getting a 6 Yahtzee without reducing the chance of getting a Yahtzee.
In normal gameplay the probability of scoring 1, is considerably less. Using the strategy that maximizes the average score, the probability of scoring 1, is 1.
The highest possible score without a Yahtzee bonus is , which is achieved with scoring a fiveofakind as a Yahtzee, 84 in the Upper Section fourofakind in each category , and 29 in each of 3 of a kind, 4 of a kind, and Chance.
The highest possible score without rolling a fiveofakind is For a player following the strategy which maximises the chance of getting a Yahtzee, the probability of scoring a particular number of Yahtzees follows a binomial distribution and is shown in the following table.
A player must throw at least 8 Yahtzees in order to score Throwing 8 Yahtzees will score for the Yahtzee and Yahtzee bonuses. The 7 Yahtzees after the first throw will generally score highly, including the opportunity of using the Joker rule to score in, for instance, the Large Straight category.
This means that a player throwing 8 Yahtzees will often be able to score 1, In normal gameplay the probability of scoring this number of Yahtzees is considerably less.
The following table shows the probability of getting certain scores using the "Optimal" strategy. The lowest possible score is 5. The Chance box always scores the sum of the dice, so that a minimum of 5 must be scored in that category.
The strategy that works to maximize the average expected score will under worst case conditions score a minimum of 12 points, but cautious play will guarantee a minimum score of A score of 18 will be achieved if is thrown each round and then, whatever is rethrown, getting again after the second and third throws, scoring 2 in the 1s box, 4 in the 2s box, 3 in the 3s box and 9 for the Chance category.
Scoring the minimum of 12, when attempting to maximise the average score, is less likely than scoring the maximum of 1, but is theoretically possible.
Suppose that in the first two rounds after each roll. This would happen if a is thrown on the first roll and then, whatever dice are rethrown, getting the same combination again; for instance, keeping 55, rethrowing the , and still getting The optimal strategy uses the 1s box in the first round, scoring 1, and the 2s box in the second round, scoring 2.
Now suppose that for the next 3 rounds results after each roll. Again this is possible since may be thrown on the first roll and the same may be gotten when some of dice are rethrown.
The optimal strategy uses the fourofakind and Yahtzees boxes in the third and fourth rounds and then the 3s box in the fifth round, scoring 0 each time.
For the last 8 rounds suppose is rolled each time. Deluxe edition games have been sold alongside the regular issue games since the early s.
They all contain components that are more luxurious than standard game parts. In recent years, a number of collector issue Yahtzees have been sold as well.
Some of these collector issues have dice that replace the pips with certain symbols connected to a theme, but still correspond to the numbers one to six.
Since the s, Travel Yahtzee has been sold in various forms as part of Milton Bradley's line of travel games. Various Yahtzee console games have been sold over the years including an early version on the TI 4A computer.
In , the game was first released to PC and Mac users by Atari. The next time you are looking for a quick play game that can be enjoyed by everyone I recommend rediscovering Yahtzee.
All players take turns rolling the five dice. Each consecutive roll the player can choose to keep some dice results and only roll the remaining dice.
The goal of these dice rolls is to achieve specific results that match the score card. Each successful result is tallied on the score card and credited with the assigned score.
At the end of the game all scores are added up and the Highest Score Wins. There are two parts to the score card — the top section and the bottom section.
The top part of the score card contains six different scoring categories. Each category matches a number on the die.
The goal for each of these categories is to get as many dice of the same numerical value as possible with your three rolls. Only the dice of the required numbered value is added to this part of the score card.
The bottom section of the score card has seven different locations that require different combinations of the dice. Each of these categories has an assigned scoring value.
When a player gets three dice of the same value then they can add the score to their score card. Unlike the top section all dice are added together to determine the score for this locations.
Getting four dice of the same value is a four of a kind. All dice are added, including the one odd die, to determine the score for this section.
So, all four of a kinds are not created equal. There are six different possible four of a kinds for each numeric value.
Each score is incrementally different. A full house is when the dice result in one pair and a three of a kind. When a player gets a full house they can score 25 points on the score card in this location.
The small straight is when there are four dice in sequence. There are only three different types of small straights that can be achieved. These three variations are:.
The large straight is when all five dice for a sequence. There are only 2 sequences that can be considered a large straight:.
Yahtzee is the highest scoring category and the most difficult to achieve. A Yahtzee is five of a kind — all dice are of the same value. If a player gets a Yahtzee they can score 50 points in the Yahtzee spot on the score card.
The chance is a freebie spot. It is a place to score the total added value of all the dice. This spot is often used after failing to try and score in another location.
The other boxes for round 1 are calculated automatically subtotal, bonus, total 1, total 2 and grand total and are used for reference only.
Below is a list of all of the scoring boxes and how it is possible to score into them. Please be aware that there are times when you may choose to place a score into a box knowing that you will score zero.
This is actually perfectly acceptable  although it is not very helpful to score zero! At the end of a player's three rolls, he may decide to place his score in ones.
To do this, add up the total of the ones and write the total into this box. To score in twos at the end of your turn, add up the total of the twos and write the total into this box.
If you decide to place your score in threes, add up the total of the threes and write the total into this box. If you decide to place your score in fours, add up the total of the fours and write the total into this box.
If you decide to place your score in fives, add up the total of the fives and write the total into this box. If you decide to place your score in sixes, add up the total of the sixes and write the total into this box.
If the total of the ones, twos, threes, fours, fives and sixes is greater or equal to 63, then a bonus of 35 points is automatically awarded.
However, if you score 4 sixes then of course, that would make obtaining the bonus much easier as you would not need so many points from the other numbers.
If there are at least three dice rolled of the same number, then you can score the total sum of the dice in this box.
If there are not at least three of the same number rolled, you may score 0 in this box. If there are at least four dice rolled of the same number, then you can score the total sum of the dice in this box.
If there are not at least four of the same number rolled, you may score 0 in this box.
When a player chooses to score in the Upper Section, Penny Stock Calculator counts and adds only the dice with the same number and enters the total of these dice Love Link the appropriate box. After years of only playing against the computer, you can now start playing against other people from all over the world. We have an app now! Game disconnected Sorry, we couldn't 888 Casino App Download Android you back to your game. You specifically Casino Gry about straights, so you could mark 30 points into your small straight box or 40 points into your large straight box. It is possible to reroll both dice that were or were not rolled before. Hi Ho! Milton Bradley Company. It does not maximise the chances Wetten Pferderennen winning a game.Yatzee Bonus Video
How to play Yahtzee! So kann er sich eine "Figur" zusammensammeln. Jeder Spieler John Alexander Erfahrungen einen Spielblock, Wincanton dem er seine Ergebnisse eintragen muss. Bei jedem Wurf kannst du eine Strategie Wettquoten Champions League, um möglichst viele Punkte zu erhalten. Im englischsprachigen Raum ist zudem die Version Kismet bekannt. Sie besteht aus einer Anzeige, auf der der aktuelle Spieler und der aktuelle Wurf dargestellt werden. Analog zum Dreierpasch müssen beim Viererpasch nach 3 Würfen mindestens 4 gleiche Augenpaare auf dem Tisch liegen, z. Yahtzee ist sowohl ein Strategie als auch ein Glücksspiel. Mehr 1 Bezahlen Mit HandyrechnungOne scores a Full House when three of one number and two dice of another. Full Houses are always 25 points no matter which numbers compose it.
Alternative Scoring: You can also total the five dice and score in the 3 of a Kind or Chance box or score in the Upper Section.
Small straights can be scored with any four sequential dice. No matter where the straight starts or ends, it is always 30 points, as long as it fits the small straight criteria.
Alternative Scoring: Replace small straight score in Chance box as opposed to small straight box. Or, distribute score in the Upper Section.
Large straights can be scored with any five sequential dice. For example, rolling a 1, 2, 3, 4, 5, and any other number is considered a large straight.
As with the small straight, regardless if the sequence starts with a one or a two, it is still scored as 40 points. Alternative Scoring: Large straights can also be scored in the small straight box, chance box, or in the Upper Section.
You can only score in the Yahtzee box if you roll five dice of the same number or a 5 of a kind. Each following Yahtzee rolled earns you a bonus.
Chance: Total of all five dice. Grab a bonus chip and mark a check in the Yahtzee bonus box. There is no limit to the amount of Yahtzee bonuses you can earn.
However, if you have marked a zero in the Yahtzee box already, you can not earn Yahtzee bonuses. Score the total of the five rolled dice in the Upper Section.
If those are filled, score in the Lower Section in accordance with point values defined above, i. Small Straight is 30 points. For example, you may mark 40 in the Large Straight Box if it is open.
After all 13 columns have been filled for each player the game ends. Now, each player totals their score in the following way:. If you score points or more, add in the point bonus before marking your total score.
Add points for each check in the Yahtzee bonus box. The player with the highest total wins. The same rules apply, however, no group is necessary.
Challenge yourself to beat your previous scores in solo play. In some versions of the game, players are required to complete the upper section before they can start scoring into the lower section.
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, fourofakind, threeofakind or pair that is thrown and reroll the others.
With two pairs, either can be chosen. So if a threeofakind 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 reroll 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 threeofakind 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 threeofakind involves keeping any threeofakind that is rolled.
If a threeofakind 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 threeofakind is not rolled the player should keep any pair that is rolled and reroll 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 threeofakind 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 threeofakind As with threeofakind there are slightly different strategies depending on whether a player is simply trying to get a fourofakind 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 fourofakind involves keeping any fourofakind that they have.
If they have a fourofakind 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 fourofakind, the player should keep any threeofakind or pair that they have and reroll 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 threeofakind 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 fourofakind 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 fourofakind 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 fourofakind, threeofakind or pairs that are thrown and reroll 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 fourofakind and try to throw a Yahtzee, even after the first throw.
The player should not keep a threeofakind. 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, fourofakind, threeofakind or pair that is thrown and reroll 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: [6].
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: [5] [7]. 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 threeofakind. 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 reroll 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 threeofakind 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 4ofakind or 3ofakind he will put it in the appropriate Upper Section box. The only exception is that when he has a 3ofakind where the sum of the dice is 25 or more he should use the 3ofakind box.
The 4ofakind 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.
With two pairs follow the rule for the lower of the two pairs he has. The rule depends on whether his pair or smaller pair is low 1, 2 or 3 or high 4, 5 or 6 :.
The best outcome in the first round is to throw a Yahtzee and put it in the Yahtzee box. This increases the final expected score from The second best outcome is to score 24 in the 6s box.
This has a value of The worst first roll is which has a value of The worst third roll is which has a value of The highest possible score is 1, and involves throwing 13 Yahtzees, scoring 12 Yahtzee bonuses of points each, as well as in the other categories.
The is achieved by scoring five aces 5 , five twos 10 , five threes 15 , five fours 20 , five fives 25 , five sixes 30 , the Upper Section bonus 35 , five sixes scored as Threeofakind 30 , five sixes scored as a fourofakind 30 , a full house 25 , a small straight 30 , a large straight 40 , a Yahtzee 50 , and five sixes scored as chance The score of 1, requires using the "Joker" rules for the full house, small straight, and large straight categories.
In order to score 1, the player must throw 13 successive Yahtzees. The probability of getting a Yahtzee, if that is the sole objective, is 4.
The probability of scoring 1, if that was the sole objective is less than this since to score the maximum one would need at least one of each number after the first round to fill the Upper Section and a further three 6 Yahtzees to score 30 in the threeofakind, fourofakind and chance categories.
This most frequently happens when a player rolls two pairs. This means that a player can slightly increase the chance of getting a 6 Yahtzee without reducing the chance of getting a Yahtzee.
In normal gameplay the probability of scoring 1, is considerably less. Using the strategy that maximizes the average score, the probability of scoring 1, is 1.
The highest possible score without a Yahtzee bonus is , which is achieved with scoring a fiveofakind as a Yahtzee, 84 in the Upper Section fourofakind in each category , and 29 in each of 3 of a kind, 4 of a kind, and Chance.
The highest possible score without rolling a fiveofakind is For a player following the strategy which maximises the chance of getting a Yahtzee, the probability of scoring a particular number of Yahtzees follows a binomial distribution and is shown in the following table.
A player must throw at least 8 Yahtzees in order to score Throwing 8 Yahtzees will score for the Yahtzee and Yahtzee bonuses. The 7 Yahtzees after the first throw will generally score highly, including the opportunity of using the Joker rule to score in, for instance, the Large Straight category.
This means that a player throwing 8 Yahtzees will often be able to score 1, In normal gameplay the probability of scoring this number of Yahtzees is considerably less.
The following table shows the probability of getting certain scores using the "Optimal" strategy. The lowest possible score is 5.
The Chance box always scores the sum of the dice, so that a minimum of 5 must be scored in that category.
The strategy that works to maximize the average expected score will under worst case conditions score a minimum of 12 points, but cautious play will guarantee a minimum score of A score of 18 will be achieved if is thrown each round and then, whatever is rethrown, getting again after the second and third throws, scoring 2 in the 1s box, 4 in the 2s box, 3 in the 3s box and 9 for the Chance category.
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5 Comments
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