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How to Play Yacht Dice

Yacht Dice is a game for one or more players with five ordinary six-sided dice and a score card of 13 boxes. Each turn you roll the dice up to three times, keeping the ones you like, and then write a score in one empty box. After 13 turns every box is filled and the highest total wins. Played alone, the goal is simply to beat your own best score. On kawu you can play solo, against the computer, or take the daily challenge, where everyone in the world gets the same dice on the same day.

The game descends from the old public-domain dice game Yacht and belongs to the same family as commercial versions such as Yahtzee® (a trademark of Hasbro). The rules below follow the scoring most commonly used in North America.

Setup

You need:

Decide who goes first. On kawu, you always start and the computer plays second.

How a turn works

  1. Roll all five dice.
  2. Hold or reroll. Pick any dice you want to keep (tap them on kawu; held dice lift up and get an outline). Roll the others again. You can change your mind and hold a different set before each roll. Dice you held on the second roll can be rerolled on the third.
  3. Roll a third time if you like. You never have to use all three rolls.
  4. Score. Choose one empty box and write in the points the dice are worth there. Our score card shows a grey preview number in every open box so you can compare before you choose.

That box is now used for the rest of the game, even if you scored zero in it. Play passes to the next player.

Holding three 4s before the next roll

The score card

Upper section

Each upper box counts only one face. For example, with 4-4-2-4-6, the Fours box scores 4 + 4 + 4 = 12. The other dice don't count.

BoxScores
OnesSum of all 1s
TwosSum of all 2s
ThreesSum of all 3s
FoursSum of all 4s
FivesSum of all 5s
SixesSum of all 6s
Upper bonus+35 if the six boxes total 63 or more

The number 63 is what you get with exactly three of every face (3 + 6 + 9 + 12 + 15 + 18). Getting four of a face somewhere makes up for only two of another.

Lower section

BoxYou needScores
Three of a KindAt least three dice the sameTotal of all five dice
Four of a KindAt least four dice the sameTotal of all five dice
Full HouseThree of one face and two of another25
Small StraightFour faces in a row (1-2-3-4, 2-3-4-5 or 3-4-5-6)30
Large StraightFive faces in a row (1-2-3-4-5 or 2-3-4-5-6)40
Five of a KindAll five dice the same50
ChanceAnythingTotal of all five dice
Full house: 25 points (or 19 as Three of a Kind)
Small straight: 30 points (the extra 5 doesn't matter)

A few details people often ask about:

Five of a Kind bonus and the Joker rule

The first time you roll five of a kind, you can score it anywhere. Most players take the 50 in the Five of a Kind box.

After the Five of a Kind box is filled, every further five of a kind triggers two rules:

  1. Bonus. If that box holds 50, you earn an extra 100 points. If you had already scored 0 there, there is no bonus.
  2. Joker placement. The roll must be placed in this order:
    • In the matching upper box (Sixes for five 6s, and so on), if it is still empty.
    • Otherwise, in any empty lower box. Here the roll acts as a "joker": Full House scores 25, Small Straight 30 and Large Straight 40, even though the dice don't really form them. Three of a Kind, Four of a Kind and Chance score the total of the dice, as usual.
    • If the lower section is full too, you must write 0 in an empty upper box.

On kawu the score card only lets you pick the boxes the Joker rule allows, and the status bar tells you why.

End of the game and winning

After 13 turns each, every box is full. Add up:

The highest total wins. A tie is a draw. In solo mode, there is no opponent: your total is recorded locally and you try to beat your best. A solid game usually lands somewhere between 200 and 300 points. Our hardest computer player averages about 246 points over a thousand test games.

Common variants

Daily challenge

In the daily challenge everyone gets the same dice in the same order that day. Each roll always uses the next five dice from the day's sequence, even for dice you held, so your choices change your score but never the luck you are dealt. That makes it fair to compare scores with friends. Use the "Copy result" button at the end to share a plain-text summary.

Frequently asked questions

How many times can you roll in Yacht Dice?

Up to three times per turn. The first roll uses all five dice. On the second and third rolls you choose which dice to hold and reroll the rest. You can stop after any roll and score.

Do you have to fill a box every turn?

Yes. Every turn ends by filling exactly one empty box, so the game always lasts 13 turns. If nothing fits, you must write a zero somewhere.

Does five of a kind count as a full house?

Not normally. A full house needs three of one face and two of a different face. The exception is the Joker rule: after the Five of a Kind box is filled, a second five of a kind may be scored as a full house for 25.

How does the upper section bonus work?

If your Ones through Sixes add up to 63 or more, you get 35 extra points. 63 is what you get by scoring exactly three of each face.

What happens if I roll a second five of a kind?

If you already scored 50 in the Five of a Kind box, you earn a 100-point bonus and must place the roll using the Joker rule. If you had scored 0 there, there is no bonus, but the Joker rule still applies.

Is a small straight with a pair allowed, like 1-2-3-4-4?

Yes. A small straight only needs four faces in a row somewhere among the five dice. The fifth die can be anything, including a repeat.

Last updated 2026-10-17

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