Full rules guide
Yahtzee-Style Dice Rules
This is the five-dice, thirteen-category scoring game that most people learned as kids under its best-known commercial name, played today under many different names and editions with essentially identical rules. Each player gets a turn made of up to three rolls of five dice, then must lock that turn's result into one of thirteen scoring categories on their sheet — and the entire strategic tension of the game comes from being required to fill every category exactly once, even the bad ones, before the game ends.
Setup and a Turn
Each player needs five six-sided dice and a scoresheet with thirteen categories. On your turn, roll all five dice. You may then set aside any dice you want to keep and re-roll the rest — up to two more times, for three rolls total per turn. After your final roll (or earlier, if you choose to stop), you must write your result into exactly one open category on your sheet. Once a category is filled, it's locked for the rest of the game, even if you roll something better for it later — which is why a bad roll sometimes gets deliberately scored into your worst remaining category rather than wasted trying to force a good one.
The Upper Section
Six categories score dice by matching number: Ones through Sixes, where you total only the dice showing that number (three 4s in the Fours category score 12; any dice showing other numbers don't count at all). If your combined total across all six Upper Section categories reaches 63 or more, you receive a 35-point bonus on top — 63 works out to exactly three of each number across the six categories, which is why experienced players treat "three of each" as the real target rather than just filling categories with whatever's easiest.
The Lower Section
Seven categories score specific dice combinations instead of raw totals:
- Three of a Kind: at least three dice showing the same number; scores the total of all five dice, not just the matching three.
- Four of a Kind: at least four dice matching; also scores the total of all five dice.
- Full House: three of one number and two of another; a fixed 25 points.
- Small Straight: four sequential numbers (1-2-3-4, 2-3-4-5, or 3-4-5-6); a fixed 30 points.
- Large Straight: all five sequential (1-2-3-4-5 or 2-3-4-5-6); a fixed 40 points.
- The top category (all five dice matching): a fixed 50 points, and rolling a second one after already scoring your first is where the genuinely contested "bonus" rules live (below).
- Chance: no requirement at all — scores the simple total of all five dice, and exists specifically as a safety valve for a turn that fits no other category.
Scoring a Zero
If your final roll doesn't fit any category you'd want it in, you can still write a zero into any open category of your choice — this is a completely legal and often correct move, since every category must eventually be filled whether or not you ever roll something that qualifies for it. Deciding which category to sacrifice with a zero, typically the top category or a Large Straight once it looks unreachable, is one of the game's few genuinely difficult strategic calls.
The Bonus-Round Dispute
The most argued rule in this entire game is what happens if you roll all five matching again after already scoring the top category once. Official rules for the commercial edition award a fixed bonus (commonly 100 points, sometimes written as a per-roll bonus token on the scoresheet) on top of whatever else that roll scores, and treat the matching dice as fully wild afterward — usable to complete a Straight or Full House regardless of what the other dice technically show. Many casual tables have never heard of this bonus and don't play it, which produces real score disputes when a player who learned the rule from an official rulebook sits down with a table that's always played without it. Deciding whether the bonus is in play, and telling every player before the game starts, avoids the argument entirely.
Basic Strategy
Keeping dice from your first or second roll rather than re-rolling everything is the core skill: holding two matching dice and re-rolling the other three toward Three of a Kind, Four of a Kind, or the top category is almost always better than re-rolling all five blind. Chasing the Upper Section bonus is usually correct early in the game — 35 points is worth more than most single Lower Section categories — but becomes a losing strategy late in a game when only weak numbers remain open, at which point banking a guaranteed Chance or Full House score is usually the better call.
Just How Rare Is a Top-Category Roll?
Rolling all five dice matching on your very first throw of a turn, before any re-rolls, happens about once every 1,296 rolls — the probability is 6 outcomes (one for each number that could match) out of 6⁵ (7,776) possible five-dice combinations, which reduces to exactly 1 in 1,296. Most players never see it happen on a first roll in casual play, and nearly every real top-category score comes from building toward it across a turn's second and third rolls by holding two or three matching dice and re-rolling the rest — which is also why the category has a fixed 50-point value rather than scoring the dice total: a random full match is rare enough on its own that the game doesn't need to also reward you proportionally to the number rolled.
Yatzy: The Scandinavian Sibling With Different Math
Scandinavian countries play a close cousin of this game called Yatzy, and it isn't just a translation — the scoring is genuinely different. Yatzy runs fifteen categories instead of thirteen, adding One Pair and Two Pairs to the Upper Section-style list. Its Full House scores the sum of all five dice rather than a fixed 25. Its straights are stricter: a Small Straight must be exactly 1-2-3-4-5 and a Large Straight exactly 2-3-4-5-6, where the version described above accepts any four or five sequential values respectively. The Upper Section bonus threshold is the same 63, but the bonus itself pays 50 points in Yatzy instead of 35. A table that's learned Yatzy and sits down expecting these numbers will misscore a standard sheet, and vice versa — worth checking which ruleset a new group is actually using before the first roll.
A Genuinely Contested Origin
This game's history is unusually well documented for exactly how it started, but the founders themselves are not: an anonymous, wealthy Canadian couple invented the game to play informally on their yacht in the mid-1950s, calling it simply "the Yacht Game," and asked toy executive Edwin S. Lowe to produce copies as gifts for their friends in exchange for a modest run of free decks. Lowe recognized its commercial potential, renamed it for trademark purposes in 1956, and built a national advertising campaign around it; the couple who actually invented the game reportedly never sought credit or royalties, and their identities have never been publicly confirmed. Milton Bradley bought Lowe's company outright in 1973 and has controlled the commercial rights ever since, which is part of why so many independent editions and clones of the same basic five-dice, thirteen-category game exist under different names today.
The Arguments This Game Actually Produces
Beyond the bonus-round dispute, common table arguments include whether a die that rolls off the table or table edge can be re-rolled without penalty (most house rules say yes, since it's not a fair roll), and whether you can change your mind about which category to score into after writing a number down but before the next player's turn begins (no — once written, a score is locked, which is why careless writing causes more genuine arguments than any rule ambiguity). Both come up on the full dispute breakdown; the scoring deep-dive has a complete category-by-category point table, and a printable scoresheet if you're playing without the commercial pad. If your table is short a full set of five dice, LuckPicker's free dice roller works as a stand-in.
Questions People Still Ask Mid-Game
Can you re-roll fewer than five dice on your second or third roll? Yes — you choose exactly which dice to keep and which to re-roll each time, including re-rolling just one die if that's all you need.
Does a Full House require exactly a 3-2 split, or does Four of a Kind also count as a Full House? Standard rules require exactly three of one number and two of a different number — four matching dice plus one odd die out does not qualify as a Full House, since there's no second pair.
What's the maximum possible score in a single game? With every category maxed and every bonus applied under standard scoring, the theoretical ceiling sits well above 1,000 points, though a realistic strong game for most players lands closer to 250–300.
Does it matter what order you fill the thirteen categories in? Strategically, yes — nothing in the rules forces an order, but experienced players fill flexible categories like Chance and the Upper Section numbers early and hold the strict, hard-to-satisfy ones like Large Straight until a roll actually qualifies, rather than risking being forced to zero a valuable category late.
Yahtzee is a trademark of its respective owner. This page is an independent, fair-use summary of how the game is played — it is not affiliated with, endorsed by, or sponsored by the trademark holder, and reproduces no rulebook text, logo or board art. See the trademark disclaimer for the full notice.