Yahtzee is a classic dice game in which each player rolls five dice up to three times per turn and then records the result in one of 13 scoring categories; once every player has filled all 13 boxes, the highest total wins. It is quick to learn, works for families and solo players alike, and rewards a little probability sense once you know the scorecard. This guide walks through every rule step by step: how a turn works, what each box on the scorecard is worth, the upper-section bonus, the full house and straights, and the all-important Yahtzee bonus that decides close games.
Key Points
- Dice and turns: roll five dice up to three times per turn, keeping any dice between rolls.
- 13 boxes, 13 rounds: every turn you must fill exactly one scoring box; the game ends when all 13 are full.
- Upper bonus: score 63 or more across Aces–Sixes to earn a flat 35-point bonus.
- Fixed-value combos: Full House 25, Small Straight 30, Large Straight 40, Yahtzee 50.
- Yahtzee bonus: each extra Yahtzee is worth 100 points — but only if a 50 is already recorded in the Yahtzee box.
- Winning: the highest total after all boxes are filled wins.
What is Yahtzee?
Yahtzee is a turn-based dice game for two or more players (the classic edition supports up to 10, and it is also popular as a solo game) in which the goal is to score points by rolling five dice into specific combinations. The game has a Canadian root: it was devised by a Canadian couple who called it “The Yacht Game” and played it aboard their boat. Entrepreneur Edwin S. Lowe bought the idea and began selling it commercially as Yahtzee in 1956. Lowe’s company sold the brand to Milton Bradley in 1973, and Yahtzee is now a Hasbro game that remains one of the best-selling dice games in the world.
A single game lasts 13 rounds. In each round every player takes one turn, and on that turn they must fill exactly one of the 13 scoring boxes on their scorecard. Because there are 13 boxes and 13 rounds, by the end of the game every box is filled — the skill lies in choosing which combination to chase and which box to use for each roll.
What you need to play
You need very little equipment to play Yahtzee, which is part of its lasting appeal. A standard set includes five six-sided dice, a cup or shaker for rolling, a scorecard for each player, and a pencil. If you do not own the boxed game, any five matching dice and a hand-drawn or printed scorecard work just as well.
Quick Facts
| Players | 2 or more (classic edition up to 10; solo play common) |
|---|---|
| Recommended age | 8 and up |
| Playing time | About 30 minutes |
| Equipment | Five six-sided dice, a shaker cup, scorecards, a pencil |
| Scoring categories | 13 (6 upper, 7 lower) |
| Rounds per game | 13 |
| First sold | 1956 (by Edwin S. Lowe) |
| Current publisher | Hasbro |
Yahtzee sits among the easiest classic games to pick up, which is why it appears so often alongside other classic card and dice games on family game nights. If you are completely new to tabletop gaming, our beginner’s guide to playing board games explains the common components and turn structure that games like this share.
How a turn works: three rolls and keeping dice
On your turn you may roll the dice up to three times, keeping any dice you like between rolls. Here is the exact sequence:
- First roll: shake and roll all five dice.
- Set aside what you want to keep: look at the result and decide which dice to keep. You can keep none, some, or all of them.
- Second roll: re-roll only the dice you did not keep. You may then change your mind — dice set aside on the first roll can be picked up and re-rolled again.
- Third roll: re-roll any dice you still want to change. This is your last chance to improve the hand.
- Record a score: after the third roll (or earlier, if you are happy), you must enter a score in one — and only one — empty box on your scorecard.
You do not have to use all three rolls. If your first or second roll already gives you a combination you want, you can stop and score it immediately. You are also never forced to improve a good hand by rolling again.
What if nothing useful comes up?
You must still fill a box every turn, even on a bad roll. When no roll produces a combination worth scoring, you take a “zero”: you choose a box you are unlikely to fill well later and enter 0 in it. Deciding which box to sacrifice is one of the key judgement calls in the game — most experienced players zero out a low-value upper box (such as Aces) or a hard-to-hit lower box (such as Large Straight) rather than wasting a high-scoring category.
The Yahtzee scorecard: all 13 boxes
The scorecard is split into two halves: an upper section of six boxes and a lower section of seven boxes. The upper section scores the total of matching numbers, while the lower section rewards specific combinations. The table below lists every box, what it requires, and how it scores.
| Section | Category | What it requires | Score |
|---|---|---|---|
| Upper | Aces (Ones) | Any number of 1s | Total of all dice showing 1 |
| Upper | Twos | Any number of 2s | Total of all dice showing 2 |
| Upper | Threes | Any number of 3s | Total of all dice showing 3 |
| Upper | Fours | Any number of 4s | Total of all dice showing 4 |
| Upper | Fives | Any number of 5s | Total of all dice showing 5 |
| Upper | Sixes | Any number of 6s | Total of all dice showing 6 |
| Upper | Upper bonus | Upper subtotal of 63 or more | +35 points |
| Lower | Three of a Kind | At least three dice the same | Sum of all five dice |
| Lower | Four of a Kind | At least four dice the same | Sum of all five dice |
| Lower | Full House | Three of one number and two of another | 25 points |
| Lower | Small Straight | Four consecutive numbers | 30 points |
| Lower | Large Straight | Five consecutive numbers | 40 points |
| Lower | Yahtzee | All five dice the same | 50 points |
| Lower | Chance | Any combination of dice | Sum of all five dice |
The upper section (Aces through Sixes)
Each upper box scores only the dice that match its number, added together. For example, if you place a roll of 3-3-3-5-6 in the Threes box, you score 9 (three 3s); the 5 and 6 count for nothing in that box. Place the same roll in Sixes and you would score only 6. The upper section is simple arithmetic, but it feeds the bonus below, so it is worth more attention than it first appears.
The upper-section bonus (63+ earns 35)
If the six upper boxes add up to 63 or more, you earn a flat 35-point bonus. The threshold of 63 is set so that scoring an average of three dice in each upper box reaches it (three Aces + three Twos + three Threes + three Fours + three Fives + three Sixes = 63). You do not have to hit exactly three of every number — a strong result in Sixes and Fives can cover a weak result in Aces. Hunting this bonus is one of the biggest strategic levers in the game, because 35 points can easily be the margin of victory.
The lower section (combinations)
The lower section rewards named combinations, most of which score a fixed value regardless of the dice totals. Three of a Kind and Four of a Kind are the exceptions: both score the sum of all five dice, so 6-6-6-4-5 in Three of a Kind scores 27. Full House (three of one number plus two of another) is always 25. A Small Straight (four consecutive numbers, such as 2-3-4-5) is always 30, and a Large Straight (five consecutive numbers, such as 1-2-3-4-5 or 2-3-4-5-6) is always 40. Chance is the game’s safety valve: you may put any roll at all there and score the sum of all five dice, which makes it the ideal place to dump an awkward turn.
The Yahtzee and the Yahtzee bonus
A Yahtzee is five dice all showing the same number — the game’s namesake and its highest-value single combination at 50 points. If you roll five of a kind and record it in the Yahtzee box, you score 50. The real prize, though, is rolling more than one Yahtzee in a single game.
Every additional Yahtzee after the first is worth a 100-point bonus, but only if you have already scored 50 in the Yahtzee box. You mark each extra Yahtzee with a tick in the bonus row of the scorecard and add 100 points for it. One critical caveat: if you were forced to take a zero in the Yahtzee box earlier in the game, you forfeit all Yahtzee bonuses for the rest of that game, even if you later roll five of a kind. For that reason, many players avoid zeroing the Yahtzee box unless they have no other choice.
The Joker rule explained
The Joker rule governs where you must place a second (or later) Yahtzee once the Yahtzee box is already settled. When you roll an extra Yahtzee, you still have to record a score that turn, and the rule sets a strict order:
- First, the matching upper box. If the upper box for that number is still empty, you must score there. A Yahtzee of fives, for example, goes in the Fives box for 25 points (five 5s).
- Then, any lower box as a “joker.” If the matching upper box is already filled, you may use the Yahtzee as a wild card in any open lower box. Full House, Small Straight, and Large Straight can then be scored at their full fixed values (25, 30, 40) even though the dice do not normally qualify.
- Finally, a zero in any open upper box. If both the matching upper box and every lower box are full, you must enter a 0 in a remaining upper box.
The Joker rule only applies to Yahtzees rolled after the Yahtzee box has been scored (with either a 50 or a 0). It is the part of the rules newcomers most often get wrong, so it is worth reading the order above twice.
How to win: scoring strategy and tips
Winning at Yahtzee comes down to protecting the upper bonus and avoiding wasted boxes, because luck evens out over 13 rounds and small scoring decisions add up. A few reliable principles:
- Chase the upper bonus early. Securing roughly three of each number across Aces through Sixes locks in the 35-point bonus, which is often worth more than any single lower combination.
- Keep Chance in reserve. Because Chance accepts any roll, save it for a turn that produces nothing else useful rather than spending it on a mediocre early roll.
- Weigh the odds before re-rolling. A pair is far more likely to grow into Three or Four of a Kind than a single die is to complete a Large Straight; keep the dice that give you the most ways to improve.
- Protect the Yahtzee box. Avoid zeroing it unless you must, because a zero there kills every future 100-point bonus.
These ideas are a specific case of the general principles — risk management, tempo, and resource efficiency — covered in our wider guide to board game strategy.
Common mistakes to avoid
Most avoidable losses in Yahtzee come from scorecard errors rather than bad luck. The mistakes below trip up almost every new player at least once:
- Forgetting you can re-keep dice. Dice set aside on an earlier roll are not locked — you can pick them up and re-roll them on a later roll in the same turn.
- Zeroing the Yahtzee box too readily. Taking a 0 there ends your eligibility for the 100-point bonus for the whole game; sacrifice a low upper box instead when possible.
- Misplacing a second Yahtzee. Extra Yahtzees must follow the Joker-rule order (matching upper box first), not simply go wherever scores highest.
- Dumping good rolls in the wrong box. Putting a modest result in a high-value box such as Large Straight wastes a scoring opportunity you may never get back.
- Ignoring the upper bonus. Scattering upper scores without aiming for 63 often costs the easy 35-point bonus and, with it, the game.
How many players and common variations
Yahtzee scales from a solo game up to large groups, and several close relatives use the same five dice with different scorecards. The standard rules support two or more players (the boxed classic edition lists up to 10), and solo play is common because you are really competing against your own best score. Turns rotate around the table until all 13 boxes are filled.
The best-known variant is Yatzy, the Scandinavian ancestor of the game, which adds extra categories such as One Pair and Two Pairs and scores some boxes differently. Triple Yahtzee uses three columns for a longer game, and many digital versions add solo challenges and timed modes. Because the dice and turn structure stay the same, learning standard Yahtzee gives you a head start on every variant. For the rules of other tabletop classics, see our overview of classic board game rules.
Sources
Who is Yahtzee for?
Yahtzee suits almost anyone who wants a short, portable game with simple arithmetic and a bit of decision-making. It scales from a solo score-chase to a lively group, needs nothing but dice and a pencil, and teaches basic probability in a painless way. If you prefer games where skill dominates luck, a pure-strategy classic may satisfy you more, but for casual, repeatable fun Yahtzee is hard to beat. Unfamiliar terms like “straight” or “bonus” are defined in our board game glossary, and you can compare it with other staples in our overview of classic board game rules.
Frequently Asked Questions (FAQ)
How many dice do you need to play Yahtzee?
You need five six-sided dice. A standard Yahtzee set also includes a shaker cup, scorecards, and a pencil, but any five matching dice and a printed or hand-drawn scorecard will do.
How many times can you roll the dice on a turn?
You may roll up to three times per turn, keeping any dice you like between rolls. You can stop after the first or second roll if you are satisfied, but you must record a score in one empty box at the end of every turn.
What is the highest possible score in Yahtzee?
With perfect rolls and multiple Yahtzees scored as bonuses and Jokers, the theoretical maximum is 1,575 points. In normal play scores are far lower — a strong game is typically somewhere in the 250–350 range.
What happens if you roll a second Yahtzee?
If you have already scored 50 in the Yahtzee box, every additional Yahtzee earns a 100-point bonus, and you place the dice following the Joker rule. If you scored a 0 in the Yahtzee box, you get no bonus for later Yahtzees.
Does a full house score the dice total or a fixed value?
A Full House always scores a fixed 25 points, no matter which numbers make it up. Only Three of a Kind, Four of a Kind, and Chance score the sum of all five dice; the other lower-section combinations have set values.


