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Roll all five dice.; Set aside any you want to keep and reroll the rest.; Repeat once more — three rolls maximum per turn.
Why people argue about this
People often assume that they can only roll their dice once per turn in Yahtzee, forgetting about the option to reroll up to three times as specified by the official rules. The confusion arises because the ability to reroll multiple times is a key part of maximizing scoring potential, and many players overlook this flexibility until they face penalties for not using it fully.
Three of a kind: sum of all five dice; Four of a kind: sum of all five dice; Full house (three + two): 25 points
Why people argue about this
People often think that for a full house (three of one value plus two of another), you add up all five dice instead of just the three of a kind and the pair. But actually, you only count the three matching numbers and the single pair in your total score, earning 25 points for this exceptional roll.
Five six-sided dice.; A scorecard per player, with an upper and lower section.; A cup for rolling (optional).
Why people argue about this
People often assume that a cup is strictly necessary for rolling dice in Yahtzee, misunderstanding that it's an optional accessory mentioned in Section 2. The confusion arises because they overlook the fact that the official components list doesn't mandate its presence, leading to debates about whether or not it should be included as part of their game setup.
Each player takes a scorecard. Any number can play; the game is also perfectly playable solo.; Highest single roll goes first; play passes clockwise.; The game lasts exactly thirteen rounds — one per scorecard box.
Why people argue about this
People often assume that solo play isn't allowed in Yahtzee, thinking it must be a two-player game. However, they misunderstand that the official verdict explicitly states "Any number can play," allowing for solo or multiplayer sessions without altering the core gameplay rules.
You must fill a box every turn. If nothing fits, you are forced to enter zero somewhere — usually a high-value box you have given up on.
Why people argue about this
People often argue that they're forced into a losing strategy by being told they must always fill every box with something, even if it means using a low-scoring die in a high-value category to avoid getting zero points. They misunderstand that choosing not to score anything is perfectly acceptable and doesn't penalize them; the rule just requires them to declare their choice of not scoring at all.
Six boxes — Aces through Sixes — each scoring the sum of dice showing that number. Score 63 or more across the upper section and earn a 35-point bonus, which is roughly three of each number.
Why people argue about this
People often think they can only score a 35-point bonus if they get exactly three of each number (one, two, three, four, five, six), but actually, as long as they have at least one of each number in their Aces through Sixes boxes and sum up to 63 or more across those sections, they earn the bonus regardless.
Yacht: the public-domain ancestor — same three-roll structure, simpler scorecard, no bonuses.; Triple Yahtzee: three scorecards played simultaneously, with column multipliers.; Solitaire Yahtzee: the same game played alone against a target score.
Why people argue about this
People often assume that in Triple Yahtzee, each player is competing against one another like in a traditional game of Yahtzee, but actually, it's designed for players to compete simultaneously with their own scorecards, aiming to beat a predetermined target score across all three games played at once. This leads to misunderstandings about the nature of competition and scoring.
You must fill a box every turn. If nothing fits, you are forced to enter zero somewhere — usually a high-value box you have given up on.
Why people argue about this
People often think you're forced to use a zero in every box if nothing else fits, which they see as unfair since it means giving up on high-value scores early. But actually, the rule only mandates filling all your boxes with valid dice rolls or zeros, not necessarily maximizing those values right away.
Six boxes — Aces through Sixes — each scoring the sum of dice showing that number. Score 63 or more across the upper section and earn a 35-point bonus, which is roughly three of each number.
Why people argue about this
People often think they can only score a 35-point bonus if they roll exactly three of each number in the upper section, but actually, as long as they get six different numbers that add up to 63 or more, they qualify for the bonus regardless of how many times those dice show up.
A second or later Yahtzee, once the Yahtzee box is filled with 50, scores a 100-point bonus and may then be used as a joker in another box. If the Yahtzee box holds a zero, no bonus applies.
Why people argue about this
People often think that if you get a Yahtzee in your first roll, they won't award you an extra 100-point bonus later on, but actually, it's only awarded if you fill the Yahtzee box with dice showing five of one number after filling it once with four or less. They also misunderstand that this bonus can be used as a "joker" in another category, not just to replace a zero score.