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Yahtzee

Four heroes. Five rivals. One score sheet to master.

Roll five dice, decide what to keep, and make every scoring row count. Choose a hero whose rules fit your style, then shape that style through a branching upgrade tree.

Play Yahtzee
Brand, the Fire heroIsolde, the Frost heroAurel, the Sun heroSelene, the Moon hero

The score sheet

Fifteen turns. Fifteen choices.

Each turn, roll up to three times. Keep any dice between rolls, then write the final hand into one empty category. Use every category once; the highest total wins.

01Roll and hold

Roll five dice, keep the ones you want, and reroll the rest. You have up to three rolls on a turn.

02Choose a row

After your final roll, score one open box. A weak hand can still fill a row for zero, but that row is gone for the rest of the game.

03Build the total

Score all fifteen boxes. The upper section rewards collecting each face; the lower section rewards combinations.

Upper section

Ones through sixesAdd matching dice
Upper bonus+35 at 63 points

Some hero upgrades change the bonus target or value.

Lower section · base values

Pair · two pairs · three/four of a kindSum all five dice
Full house · small/large straight25 · 30/40 points
Yahtzee · Chance50 · sum all dice

A second Yahtzee can trigger the Joker rule. Hero abilities and upgrades can change category values.

Choose your hero

Four ways to read the same dice.

Each hero has distinct scoring rules and a signature ability. Pick the one that matches how you like to play.

Brand portrait

Brand

Fire · combo builder

Push matching dice: sets, four of a kind and Yahtzee can pay more. Reforge lets Brand reroll one or two dice once per game after the usual rolls.

Upgrade branches
Hammer · stronger sets; weaker straights
Anvil · stronger pairs; weaker full house and Chance
Sparks · Yahtzee and Reforge; smaller bonus
Isolde portrait

Isolde

Frost · steady planner

Build the upper section reliably and reach its bonus earlier. Isolde favours pairs and a consistent score over high-risk matching combinations.

Upgrade branches
Reckoning · earlier bonus; weaker sets
Mirror · stronger pairs; weaker large straight and Chance
Calm · stronger Chance; weaker Yahtzee and four of a kind
Aurel portrait

Aurel

Sun · precise scorer

Straights and full houses are Aurel’s strength. His Shield can turn one zero in the lower section into points, so a bad roll need not be wasted.

Upgrade branches
Order · stronger straights and full house
Light · stronger fives/sixes; later bonus
Shield · save a zero
Selene portrait

Selene

Moon · high-risk scorer

Aim for big Yahtzee scores and accept a wider swing in results. Her Moon Roll gives one extra throw of selected dice once per game.

Upgrade branches
Tide · stronger Yahtzee and Joker; smaller bonus
Shadow · stronger Chance; weaker full house and straights
Eclipse · one extra roll; cheaper pairs

Every hero has three branches with three cumulative ranks each. Unlock ranks with experience earned in play, then combine branch depths to make a build that changes how you score.

Training rivals

Five opponents. Five levels of pressure.

Learn the game against Tin Can, then move up as you improve. The stronger rivals make fewer mistakes and reward a win with more hero experience.

The opponent list: Tin Can, Cogwheel, Spring, Brass, and Master, with their difficulty ratings
Tin Can is the beginner opponent. Cogwheel counts some choices; Spring is steadier; Brass rarely slips; Master plays the solved strategy.