1. Aug. Numbers Kniffel-Yatzy-Yahtzee-Bonus-Formel. Diskutiere das Thema Numbers Kniffel-Yatzy-Yahtzee-Bonus-Formel im Forum Mac OS Apps. Die Kniffel, Yahtzee oder Würfelpoker mit Regeln und Spielablauf. dort statt unter Kniffel einzutragen: 5 x Sechser = 30 Punkte + 35 Bonus-Punkte = 65 Punkte. Wer in der oberen Abteilung 84 Punkte (diese Punktzahl entspricht einem 4er- Pasch in jeder Zeile) oder mehr erreicht, bekommt zusätzlich einen Bonus von 50 .
As an example, one of the categories is called Three of a Kind. The scoring rule for this category means that a player only scores if at least three of the five dice are the same value.
The game is completed after 13 rounds by each player, with each of the 13 boxes filled. The total score is calculated by summing all thirteen boxes, together with any bonuses.
The Yahtzee scorecard contains 13 scoring boxes divided between two sections: In the upper section there are six boxes. The score in each of these boxes is determined by adding the total number of dice matching that box.
If a player scores a total of 63 or more points in these six boxes, a bonus of 35 is added to the upper section score.
Although 63 points corresponds to scoring exactly three-of-a-kind for each of the six boxes, a common way to get the bonus is by scoring four-of-a-kind for some numbers so that fewer of other numbers are needed.
A player can earn the bonus even if they score a "0" in an upper section box. In order to gauge how well a player is doing in the upper section, they often refer to being "up" or "down" compared to the average of three required for each box.
So that if a player scores four "sixes" they will be "6 up"; while if they then score just two "twos" they will then be only "4 up". Similarly, if a player starts with two "twos" they will be "2 down".
Some players count a Yahtzee as being a valid Full House. However the official rule is that a Full House is "three of one number and two of another".
If a category is chosen but the dice do not match the requirements of the category the player scores 0 in that category. Some combinations offer the player a choice as to which category to score them under; e.
The Chance category is often used for a turn that will not score well in any other category. A Yahtzee occurs when all five dice are the same.
If a player throws a Yahtzee but the Yahtzee category has already been used, special rules apply. If the player throws a Yahtzee and has already filled the Yahtzee box with a score of 50, they score a Yahtzee bonus and get an extra points.
However, if they throw a Yahtzee and have filled the Yahtzee category with a score of 0, they do not get a Yahtzee bonus.
In either case they then select a category, as usual. Scoring is the same as normal except that, if the Upper Section box corresponding to the Yahtzee has been used, the Full House, Small Straight and Large Straight categories can be used to score 25, 30 or 40 respectively even though the dice do not meet the normal requirement for those categories.
In this case the Yahtzee is said to act as a "Joker". There are two alternative versions of the Joker rule used. In the official rules  the player must act in the following way.
In the simpler, alternative version of the Joker rule   the player retains the free choice as to which category to use, but the Yahtzee can only be used as a Joker if the corresponding Upper Section box has been used.
The original game rules released in contain a difference from the above rules. The booklet stated that additional Yahtzees must be used as Jokers in the Lower Section and did not allow for their use in the Upper Section.
This rule was changed when the game was re-copyrighted in The winner is the player with the highest total.
The rules do not specify what happens in the event of a tie. It is important to understand the probability of completing a Yahtzee. This 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, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others.
With two pairs, either can be chosen. So if a three-of-a-kind 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 re-roll the others. The distribution is as follows:.
There are slightly different strategies depending on whether a player is simply just trying to get a three-of-a-kind 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 three-of-a-kind involves keeping any three-of-a-kind that is rolled.
If a three-of-a-kind 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 three-of-a-kind is not rolled the player should keep any pair that is rolled and re-roll 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 three-of-a-kind 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: 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 three-of-a-kind As with three-of-a-kind there are slightly different strategies depending on whether a player is simply trying to get a four-of-a-kind or he is trying to maximize his average score.
Different strategies will also be required should he need to achieve a specific target. The strategy to maximize his chance of getting a four-of-a-kind involves keeping any four-of-a-kind that he has.
If he has a four-of-a-kind then after the first throw he will keep the other if it is a 5 and 6, while after the second throw he will keep it if it is a 4, 5 or 6.
So that with he keeps and will throw the 3. If he does not have a four-of-a-kind, the player should keep any three-of-a-kind or pair that he has and re-roll the other dice.
With two pairs he will keep the higher pair. With no pair he will keep the highest die. Following this strategy gives him a As with three-of-a-kind 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 four-of-a-kind but keeping 66 maximizes the expected average score 6.
Following the strategy to maximize the average score he will get a four-of-a-kind 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 four-of-a-kind, three-of-a-kind or pairs that are thrown and re-roll 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 four-of-a-kind and try to throw a Yahtzee, even after the first throw. The player should not keep a three-of-a-kind.
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, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll 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. It is important to note that 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: 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 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.
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 three-of-a-kind. 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 re-roll 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 three-of-a-kind 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. Start Game Register Free. Whoops sorry there appears to have been an error retrieving your friends.
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More Games Like Yahtzee. Mahjong Safari Now Playing! Yahtzee How To Play Yahtzee is a dice game. Roll all five Yahtzee dice by clicking on the cup on the right side of the screen or the Roll button.
After you roll the Yahtzee dice , you can either score the current roll or re-roll any or all of the five dice.
To re-roll some of the Yahtzee dice , first click on the dice you would like to keep and then click again on the cup or Roll button. This will re-roll the unselected Yahtzee dice , leaving the selected ones unchanged.
Yahtzee Tips and Tricks Roll the dice in Yahtzee, the free online board game classic, and compete for the top spot of the leaderboards!
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Yahtzee Bonus VideoYahtzee Bonus Rounds Add the upper section scores together and write the total in deutschland frankreich aufstellung "total score" overwatch weltmeisterschaft 2019. For instance after throwingyahtzee bonus maximizes the chance of getting a sotuhpark a guaranteed score of 15 but keeping 66 maximizes the expected average score If you're still unhappy with your score, euro league 2019/19 can Casinos in Wakefield | Online Guide to UK Casinos the dice one more time. Take 5 slots classic edition is currently being marketed by Winning Moves. If you are unable to enter a score, or choose not to, you must enter a "0" in one of your boxes. There are two main reasons for this. The rules do not specify what happens in the event of a tie. Help answer questions Learn more. Upper section combinations Ones: Click full tilt casino review link Secret Spell kostenlos spielen | Online-Slot.de to get started:. This maximizes your chance at the point bonus. We can't load the game. Score a three of a kind. Total the scores in the lower section as well, adding points if you scored any magic casino büro germering Yahtzees in the game. This compares with an average bonus score of
Score a three of a kind. One value you can score in the lower section is a three of a kind. To score a three of a kind, you have to roll three of the same dice.
With a three of a kind, you add all the values of your dice together. This gives you your total score for the three of a kind box.
This can be confusing. Let's look at an example to clarify. Say you rolled three fives, a two, and a four. This could be scored as a three of a kind.
You would multiply five by three to get the value Then, you would add two and four. This would give you a total score of 21, which you would write in the Three of a Kind Box.
Score a four of a kind. A four of a kind is similar to a three of a kind. You can score in this box if you get four of the same dice in one roll.
Then, you would score it by combining the values of all the dice. For example, if you roll four twos and a six, you can score a 14 in the Four of a Kind box.
Score a full house. A full house is worth 25 points regardless of dice values. A full house is made up of three dice of one number and two dice of another number.
For example, say you roll three 6's and two 5's. This could be scored for 25 points as a full house. Score a small or large straight. Small or large straights are scored when you roll dice in numerical order.
For example, you roll a one, a two, a three, a four, and a five. A large straight is worth more points than a small straight. A small straight includes four dice in a numerical sequence.
For example, say you score a one, a three, a four, a five, and a six. You could score this as a small straight.
A small straight is automatically worth 30 points. For example, if you score a two, a three, a four, a five, and a six, this would be a large straight.
A large straight is worth 40 points. A Yahtzee is one of the highest rolls you can score. A Yahtzee occurs when all five dice are the same number. A Yahtzee is worth 50 points the first time, regardless of dice value.
Additional Yahtzees are worth points. If you roll a Yahtzee after having already filled in the Yahtzee space, you get a point bonus.
Fill in the chance box. In the event you're unable to score in any other box, use the chance box. You can score any combination of dice in the chance box by totaling their numbers.
For example, say you roll two threes and three sixes. Two times three is 6. Three times six is You would add 18 and 6 to get You could then write 24 in the chance box.
Calculate your total score. At the end of the game, you calculate your score. Whoever scores highest wins. Add the upper section scores together and write the total in the "total score" section.
If you score 63 or over, add a bonus of 35 points. Total the scores in the lower section as well, adding points if you scored any additional Yahtzees in the game.
Then, add the upper and lower score together to figure out your grand total for the game. Determine who goes first. You can play Yahtzee in a group of at least 2 players.
If you have a big group, you can play in teams. To start the game, you first need to figure out who goes first.
To do so, each player or team rolls all 5 dice. You would add all the values of the dice together. The player or team with the highest score goes first.
Roll the dice the first time. You can roll your dice up to 3 times in a game of Yahtzee. Yahtzee comes with a cup or shaker in which you place the dice, shake, and then spill them on the table.
As you roll, you can strategize to try to maximize your score. In any roll, you can choose to keep some dice and re-roll others. To start, roll all five dice.
Say you roll a one, a three, a four, a five, and a six. You have a small straight with the three, four, five, and six.
This would come to 30 points. However, if you re-roll the one and get a two, you would have a large straight. This means 40 points.
Roll the dice a second time. If you're happy with your initial score, you can add your score to your card and complete your turn. However, you can also try for a higher score.
Choose which dice you want to keep and which you want to re-roll. In our above example, it would make the most sense to re-roll the one.
This way, you have a chance at a large straight. Say you roll the one and get a three. You still do not have a large straight. However, you can roll the dice for a third time to try again.
Roll the dice a third time. If you're still unhappy with your score, you can roll the dice one more time. Once again, you can re-roll as many dice as you want.
In our above example, say you re-roll the three you rolled in your second turn. If you get a 2, you can score it as a large straight. However, if you get another number you can still score it as a small straight.
You can also fill in one box in the upper level. Keep going until each player has taken 13 turns. Every player rolls the dice 3 times each for 13 rounds.
As you go, you need to try to fill in all your boxes. Each box can only be filled in once, so make wise choices in terms of how you choose to count your scores.
Maximize your chance at a Yahtzee. Yahtzee is a game of both strategy and chance. There are steps you can take to maximize your chance at a Yahtzee each round.
Remember, after your first Yahtzee, each additional Yahtzee earns you points. Early in the game, anytime you have a chance for a Yahtzee, take it over settling for a lower score.
The earlier you score a Yahtzee, the better. This maximizes your chance at the point bonus. For example, don't score three 4's and two 2's as a full house.
Instead, re-roll the 2's to try for a second Yahtzee. Go for the 35 point bonus. Trying to decide where to score your round can sometimes be confusing.
However, keeping the 35 point bonus in mind can help you strategize. Higher scores with lower numbers, like the one and two boxes, are rare.
It's to your advantage to score in the upper section if you roll a high number of twos or ones. For example, say you roll four twos, a five, and a six.
You can score a 6 in either the two or six box. However, you should aim to score in the 2 box. The highest you can score in the two box would be an 8 or The highest you can score in the six box, conversely, is a 30 or a After each roll, you may hold any dice you want to save.
Click on a dice to hold it. In a MaxiYatzy game, you add unused rolls from the previous round to the 3 new rolls you get each round.
The game is finished when you have filled all the slots in the scoreboard. You can place your roll on any of the blank slots at the scoreboard, but you will receive zero points X if you don't have the right combination.
The combinations in the scoreboard are as follows: One - Total number of ones Two - Total number of twos times 2 Three - Total number of threes times 3 Four - Total number of fours times 4 Five - Total number of fives times 5 Six - Total number of sixes times 6 Bonus - You get 50 points in bonus if the total score of One through Six is more than 62 Pair - The sum of the highest pair Two pair - The sum of two pairs Three equal - The sum of three equal dices.
Four equal - The sum of four equal dices. All combinations are valid Yatzy - All dices must have an equal value.
Score is always 50 Special combinations for MaxiYatzy: