Dice Yacht
Five dice, three rolls a turn, thirteen boxes to fill.
About Dice Yacht
Dice Yacht is the classic five-dice scorecard game. Each turn you roll five dice up to three times, holding whichever dice you want between rolls, then commit the result to one of thirteen boxes. Each box may only be used once, so every turn is a decision about where to spend a roll rather than simply what you rolled.
The upper section scores ones through sixes, and reaching sixty-three there earns a thirty-five point bonus — that bonus is the difference between a mediocre game and a good one. The lower section holds the combination boxes, and five of a kind scores fifty, with every additional one worth a further hundred.
You play against three bots on the same scorecard structure. The review screen afterwards grades your category choices, which is where most points are actually won or lost.
- Players
- 4 players (you + 3 bots)
- Type
- Dice game
- Price
- Free
- Account
- Not required
Dice Yacht rules
- 1.Roll five dice up to three times per turn, keeping any dice you like between rolls.
- 2.Tap dice to hold them, then tap Roll again.
- 3.Score your dice into one of thirteen boxes — each box can only be used once.
- 4.Score 63 or more in the upper section (ones through sixes) for a 35-point bonus.
- 5.Five of a kind scores 50; every extra one after that is worth a 100-point bonus.
How to win at Dice Yacht
- Protect the upper bonus
- Thirty-five points for reaching sixty-three in the upper section is the largest reliable prize on the card. Three of each number gets you there exactly, so treat "three sixes, three fives, three fours" as a floor rather than a nice outcome.
- Take the straight draw early
- Chasing a long straight is a decision you can only afford in the first half of the game, while you still have cheap boxes to dump a failed attempt into. Late in the game a failed straight costs you a zero you cannot absorb.
- Do not hoard the zero box
- Every player ends up writing at least one bad score. Spend it on the box with the lowest ceiling — usually ones, or a combination you have no shape for — and do it before a good turn forces you to waste it.
- Re-roll a bad pair, keep a good triple
- Holding two of a kind and rolling three dice beats holding three of a low number and rolling two. Early in a turn, favour keeping the dice with the higher face value when the count is equal.
Dice Yacht questions
- How many rolls do I get per turn?
- Up to three. You may hold any dice between rolls, and you may stop and score after the first or second roll.
- How does the upper section bonus work?
- Scoring sixty-three or more total across the ones through sixes boxes earns a thirty-five point bonus.
- What happens if I roll five of a kind more than once?
- The first is worth fifty points. Each additional one is worth a further hundred-point bonus.
- Can I leave a box empty?
- No. Every turn must be scored somewhere, so a bad turn means writing a low score or a zero into a box of your choosing.