Yacht — Rules

Goal and turn structure

Score as many points as possible across 12 scoring categories. A game lasts 12 scoring turns for each player because every category may be used exactly once. Each turn begins with five six-sided dice and allows no more than three rolls.

Rolling and holding dice

Roll all five dice to start a turn. After the first and second rolls, you may hold any dice you want and reroll the others. Held dice may be changed before the next roll. You may stop early when you are satisfied with the result; a third roll is optional, not compulsory.

Number categories

Ones, Twos, Threes, Fours, Fives and Sixes score only dice showing the selected face. Add those matching dice and ignore the rest. For example, 5-5-5-2-1 scores 15 in Fives. Yacht has no Upper Section bonus, so these six boxes contribute only the points actually rolled.

Combination categories

Choosing a score

After your final roll, choose one category that has not yet been used. The current dice score only according to that category. If the roll does not qualify for the category you choose, record 0 there. Once a category is filled, including with zero, it cannot be used again in that game.

Ending the game

The game ends when all 12 categories are filled. Add every recorded category score. There are no extra Yacht bonuses, Joker rules or hidden section bonuses in this ruleset. In multiplayer play, the player with the highest total wins.

About Yacht

Yacht is a traditional five-dice game that predates Yahtzee®. The commercial game Yahtzee, introduced in 1956, developed from earlier five-dice games including Yacht. Cubiri uses the traditional Yacht rules and scoring described on this page.