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



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.
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.
Score all fifteen boxes. The upper section rewards collecting each face; the lower section rewards combinations.
Upper section
Some hero upgrades change the bonus target or value.
Lower section · base values
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
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.
Hammer · stronger sets; weaker straights
Anvil · stronger pairs; weaker full house and Chance
Sparks · Yahtzee and Reforge; smaller bonus
Isolde
Build the upper section reliably and reach its bonus earlier. Isolde favours pairs and a consistent score over high-risk matching combinations.
Reckoning · earlier bonus; weaker sets
Mirror · stronger pairs; weaker large straight and Chance
Calm · stronger Chance; weaker Yahtzee and four of a kind
Aurel
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.
Order · stronger straights and full house
Light · stronger fives/sixes; later bonus
Shield · save a zero
Selene
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.
Tide · stronger Yahtzee and Joker; smaller bonus
Shadow · stronger Chance; weaker full house and straights
Eclipse · one extra roll; cheaper pairsEvery 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.

