Roll dices for scoring combinations, and get the highest total score.
On each turn, roll the dice up to 3 times to get the highest scoring combination
for one of 13 categories in 9 columns. After you finish rolling, you must place a score or a
zero in one of the 13 category boxes on your score card. The game ends when all
players have filled in their 117 boxes. Scores are totaled, including any bonus points.
The player with the highest total wins.
Taking a turn
On your turn, you may roll the dice up to 3 times, although you may stop and score
after your first or second roll. To roll the dice, just press the Roll button next
to the dices. First roll: Roll all 6 dice. Set any "keepers" aside. You may stop
and score now, or roll again. Second roll: Reroll ANY or ALL dice you want — even
"keepers" from the previous roll. You don't need to declare which combination you're
rolling for; you may change your mind after any roll. You may stop and score after
your second roll, or set aside any "keepers" and roll a third time. Third and final
roll: Reroll ANY or ALL dice you want. After your third roll, you must fill in a
box on your score card with a score or a zero. After you fill in a box, your turn
When you are finished rolling, decide which box to fill in on your score card. For
each game, there is a 9 columns with 13 boxes/categories. You must fill in a box on each turn; if
you can't (or don't want to) enter a score, you must enter a zero. Fill in each
box only once, in any order allowed by column rule, depending on your best scoring option.
The scoring by categories and columns are described below.
Scoring by Category
Maximal number of Ones in all three rolling.
Maximal number of Twos in all three rolling.
Maximal number of Threes in all three rolling.
Maximal number of Fours in all three rolling.
Maximal number of Fives in all three rolling.
Maximal number of Sixes in all three rolling.
Total of five highest dices in all three rolling.
Total of five lowest dices in all three rolling.
Score in this box only if the dice show any sequence of five numbers (1, 2, 3, 4, 5) or (2, 3, 4, 5, 6)
Score 66, if You get sequence from Hand (no peviously selected dices), 56 after two rollings and score only 46 after three rollings.
Score in this box only if the dice include three or more of the same number
Score sum of three same dices + bonus 20.
Score in this box only if the dice show three of one number and two of another.
Score sum of 3+2 same dices values + bonus 30.
Score in this box only if the dice include four or more of the same number.
Score sum of four same dices + bonus 40.
Score in this box only if the dice show five of the same number (5 of a kind)
Score sum of five same dices + bonus 50.
Scoring by Columns
Top-down entering,successively field by field.
Free entering,every order is allowed.
Bottom-up entering,successively field by field.
Top-down enteging,from '1'-field to 'MAX'-field,successively field by filed, and
Bottom-up entering, from Yamb-field to MIN-field,successively field by field.
Bottom-upentering,from 'Max'-field to '1'-field,successively field by field,and
Top-down entering, from 'Min'-field to 'Yamb'-field, successively field by field.
Free entering, every order is allowed, with obligation to enter result rolling all
six dices, without previous selected,in any of three dice rolling.
Free entering, every order is allowed, with obligation to inform Your rival player,
after first roll, which field you want to fill in.
Entering is allowed only in the field in any order, depenging of rival previous
Free entering, every order is allowed, with obligation to enter maximal possible
result for this field.
Jamb (Yamb) is a diceing game. The main goal of the game is to get the biggest score by throwing dices, choosing the best combination for entering. Each of them brings specific number of points. The game was created by extending the game Yahtzee, which is developed by Milton Bradley during 1950's.