Kniffel Yahtzee

Kniffel Yahtzee Inhaltsverzeichnis

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Kniffel Yahtzee

Das Würfelspiel Kniffel oder Yahtzee macht allen Generationen Spaß. Für das Spiel dementen Angehörigen haben wir die Regeln vereinfacht. Kniffel ist ein beliebtes Würfelspiel für die ganze Familie. Sie brauchen nur fünf Würfel, einen Becher und einen Kniffelblock. Die Regeln. Kniffel - Yahtzee. Spielvorbereitung; Spielregeln; Die Figuren Teil 1; Die Figuren Teil 2; Spielzettel kostenlos. Spielbeschreibung. Kniffel, Yahtzee oder. Kniffel ist ein beliebtes Würfelspiel für die ganze Familie. Diese Dinge sollten Sie bei Yatzy unbedingt vermeiden! Später erschienen weitere Varianten mit geringen Unterschieden. Der Krampf mit dem Bonus Mybet. In diesem Artikel erklären wir ihnen, wie dieses Spiel genau funktioniert! Durch geschicktes Taktieren muss der Spieler zum Spielende über die zu spielenden 13 Runden eine möglichst hohe Punktzahl erzielt haben. Achtung: Auch ein Kniffel, also z. Gewürfelt wird reihum. Ein sehr unterhaltsames Spiel für zwischendurch, das im Bereich der Online Spiele sehr gerne gespielt wird. Würfelt ein Mitspieler einen Kniffel, nachdem er sowohl das Kniffel-Feld, Slots Zurich auch das entsprechende Feld unter "Sammeln" im oberen Teil bereits ausgefüllt hat, dann darf er den 2. Ebenfalls ist es eine einfache Rechenaufgabe, ob man für Casino Games Money "billigen Wurf" das Feld "Chance" verschwendet oder vielleicht doch besser unter "Einser Sammeln" eine "Null" einträgt. Anders beim Dreierpasch und beim Viererpasch: Hier werden alle gewürfelten Augenzahlen einfach zusammengezählt. Um bei Yatzy gegen Kostenlos Skatspiel Mitspieler oder Mitspielerinnen zu gewinnen, sollten Sie eine möglichst hohe Punktzahl erreichen. Lebensjahr ergibt.

Extra bonus for rolling five of a kind is received only if the five of a kind category is already scored non-zero.

The game is finished after thirteen turns, or when one of the players is out of time. The player with the highest total score wins.

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Über Hilfe Rangliste. So wird gespielt Yatzy - Spielregeln. Benutzer-Interface Gameplay You play Yatzy with five dice. Categories and scoring After completing your turn, it is time to choose which category should be scored.

Possible point bonuses: For scoring 60 or more points in categories simple - 20 points; For each figure category two pairs, three of a kind, four of a kind, straight, full house, five of a kind extra points are scored for closing the category before all the 3 rolls 5 points for each roll unused , e.

Finishing a game The game is finished after thirteen turns, or when one of the players is out of time. Available options are described below:.

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Über Hilfe Rangliste. So wird gespielt Yatzy - Spielregeln. Benutzer-Interface Gameplay Starting a game After launching the application, the main Lobby will appear.

Here you can find available tables Table List , a list of Players in the room, and chat a window: If we join a room, Lobby would appear.

Creating a table. The booklet stated that additional Yahtzees must be used as Jokers in the Lower Section and did not allow for their use in the Upper Section.

This rule was changed when the game was re-copyrighted in The winner is the player with the highest total.

The rules do not specify what happens in the event of a tie. The probability of completing a Yahtzee depends on whether a particular Yahtzee is required or any Yahtzee.

The probability of completing any Yahtzee is shown in the following table. The strategy is to keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others.

With two pairs, either can be chosen. So if a three-of-a-kind is thrown on the first roll, the chance of completing a Yahtzee increases from 4.

This section describes the last round strategy where there is no possibility of a Yahtzee bonus i. These are the simplest situations to analyse, although even at this late stage the strategy may vary depending on the game situation.

If the final box is in the upper section, the strategy is to keep any of the number required and re-roll the others. On average 2. The distribution is as follows:.

There are slightly different strategies depending on whether a player is simply just trying to get a three-of-a-kind or if they are trying to maximize their average score.

Different strategies will also be required should a specific target be needed to achieve. The strategy to maximize the chance of getting a three-of-a-kind involves keeping any three-of-a-kind that is rolled.

If a three-of-a-kind is rolled then after the first throw the player should keep any other 5s and 6s, while after the second throw the player should keep any other 4s, 5s, and 6s.

An example is with the player keeps and throws the other 2. If a three-of-a-kind is not rolled the player should keep any pair that is rolled and re-roll the other dice, with two pairs the player should keep the higher pair, and with no pair the player should keep the highest die.

Following this strategy gives a This strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations.

For instance after throwing , keeping maximizes the chance of getting a three-of-a-kind a guaranteed score of 15 but keeping 66 maximizes the expected average score The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: keep 33, 44, 55, 66 rather than or , , keep 4, 5 or 6 rather than 11, keep 5 or 6 rather than 22, keep rather than For example, with the player should keep 6 rather than 22 and with they should keep not If they follow the strategy to maximize the average score they will get a three-of-a-kind As with three-of-a-kind there are slightly different strategies depending on whether a player is simply trying to get a four-of-a-kind or they are trying to maximize their average score.

Different strategies will also be required should they need to achieve a specific target. The strategy to maximize their chance of getting a four-of-a-kind involves keeping any four-of-a-kind that they have.

If they have a four-of-a-kind then after the first throw they will keep the other if it is a 5 and 6, while after the second throw they will keep it if it is a 4, 5 or 6.

So that with they keeps and will throw the 3. If they do not have a four-of-a-kind, the player should keep any three-of-a-kind or pair that they have and re-roll the other dice.

With two pairs they will keep the higher pair. With no pair they will keep the highest die. Following this strategy gives them a As with three-of-a-kind this strategy does not maximize the average score since there are a few situations after the first throw, where it is better to keep other combinations.

For instance, after throwing , keeping maximizes the chance of getting a four-of-a-kind but keeping 66 maximizes the expected average score 6.

The situations where the strategy to maximize the average score differs are all after the first throw and are as follows: keep 44, 55, 66 rather than , keep 4, 5 or 6 rather than 11, keep 6 rather than Following the strategy to maximize the average score he will get a four-of-a-kind A player will keep a Yahtzee or Full House.

A Yahtzee will score 25 under the Joker rule, even though it is not strictly a full house. He will keep any four-of-a-kind, three-of-a-kind or pairs that are thrown and re-roll the others.

With two pairs he will keep both. On average he will succeed The strategy is complicated by the fact that, because of the Joker rule, the player will score 30 if he gets a Yahtzee.

Clearly he keeps any Small Straight or Yahtzee that he throws. After the first throw he will keep a run of 3 or 3 out of 4 e. Otherwise, he will keep a 3 or 4 or both and a 2 or 5 if he also has a 3 or 4 e.

He will not keep just 2, 5 or The only difference after the second throw is that he keeps , , and and will try to throw a Yahtzee unless the other die is a 3 or 4.

Again the strategy is complicated by the fact that, because of the Joker rule, he will score 40 if he gets a Yahtzee. Clearly he will keep any Large Straight or Yahtzee that he throws.

The best strategy is also to keep a four-of-a-kind and try to throw a Yahtzee, even after the first throw. The player should not keep a three-of-a-kind.

Keep a small straight or 4 out of 5 e. Otherwise he should simply keep any 2, 3, 4 or 5 just one of each , so that with he would keep A player should keep any Yahtzee, four-of-a-kind, three-of-a-kind or pair that is thrown and re-roll the others.

On average he will succeed 4. To get the maximum average score the strategy is straightforward. After the first throw the player will keep any 5s and 6s.

After the second throw he will keep any 4s, 5s, and 6s. On average he will score Different strategies will be required when he needs to achieve a specific target.

The strategy for maximizing the expected score has been determined. The "Optimal" strategy simply maximises the average score. It does not maximise the chances of winning a game.

There are two main reasons for this. Firstly, the Optimal strategy takes no account of any opponents. In normal gameplay a player will adjust their strategy depending on the scores of the other player or players.

Secondly, the Optimal strategy tends to give undue importance to Yahtzee bonuses. It is rare for a player without a Yahtzee bonus to beat a player with one.

So, in normal gameplay, a players' strategy is not significantly influenced by the value given for a Yahtzee bonus.

Consider the situation where the Yahtzee bonus was worth a million rather than a hundred. It would not influence normal gameplay where the objective is to score more than the opponent.

It would, however, affect the "Optimal" strategy since scoring a million would have a dramatic effect on the average score.

The "Optimal" strategy would be dominated by the prospect of a Yahtzee bonus. Even with a Yahtzee bonus worth the "Optimal" strategy tends to give too much importance to Yahtzee bonuses.

Despite these limitations the "Optimal" strategy does provide a useful guide as to the best strategy, especially in the early rounds.

The "Optimal" strategy for the first round is described in the next section. After the first round, the number of different games rapidly makes detailed analysis difficult but, in the early rounds, players generally simply adapt the first round strategy based on the boxes used.

For instance if a player throws in the first round they will keep 66 but if the 6s box was used in the first round and they throw in the second round they will naturally keep 55 instead.

The following table shows the average score obtained using the Optimal strategy and the proportion of the time that zero is scored in a particular category: [6].

It is possible to calculate the maximum average score with different rules. When the rules are changed so that there is no Upper Section bonus the average score drops from This compares with an average bonus score of The average number of Yahtzees thrown in a game is 0.

In about 3. In about a quarter of these cases the Yahtzee box has a score 0 and so there is no Yahtzee bonus. Although the average score is The 1st Percentile is i.

Source: [5] [7]. The strategy for the first round described here is based on that used by the "Optimal" strategy.

Sometimes there are two possible plays which are almost equally good. In these cases the simplest option is given, i. Although there are different ways of throwing 5 dice, because the order of the dice is not important there are only different combinations.

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Are you sure you want to concede the game? Yes No. Disconnected You've been disconnected due to inactivity. You can always reconnect by pressing the "Multiplayer" button Close.

Would you like to play another game with the same players? No Yes OK Cancel. Concede Speak Multiplayer. Congratulations, you won! Suggest rematch Start a new game!

We are using cookies! Show me personalized ads. We have an app now! Yes, get the app! No thanks. Welcome to the Matrix. To help you play with friends and family during the Covid pandemic we've made a few more games multiplayer!

And tell us what you think on our Facebook page. Happy Star Wars Day! May the 4th be with you! Gameplay In each turn a player may throw the dice up to three times.

Upper section combinations Ones: Get as many ones as possible. Twos: Get as many twos as possible. Threes: Get as many threes as possible. Fours: Get as many fours as possible.

Fives: Get as many fives as possible. Sixes: Get as many sixes as possible. Lower section combinations Three of a kind: Get three dice with the same number.

Points are the sum all dice not just the three of a kind. Four of a kind: Get four dice with the same number. Points are the sum all dice not just the four of a kind.

Full house: Get three of a kind and a pair, e. Scores 25 points. Small straight: Get four sequential dice, 1,2,3,4 or 2,3,4,5 or 3,4,5,6.

Scores 30 points. Large straight: Get five sequential dice, 1,2,3,4,5 or 2,3,4,5,6. Scores 40 points.

Chance: You can put anything into chance, it's basically like a garbage can when you don't have anything else you can use the dice for.

The score is simply the sum of the dice. Scores 50 points. You can optionally get multiple Yahtzees, see below for details. Multiple Yahtzees The rules around multiple Yahtzees are a bit complex.

There are a couple of different cases: You already have a Yahtzee: You get a bonus points in the Yahtzee box, but you also have a joker, which means that you can choose another move for the Yahtzee you just got.

If the number you got yahtzees with has not been filled out in the upper section, then you must choose that.

If the upper section box is already filled then you can choose any of the lower region boxes, and they will be scored as normal. Yahtzee is a superset of 3 of a kind, 4 of a kind, full house and chance, but you can also choose small or large straight and will get the normal 30 and 40 points for those.

You've already put 0 in the Yahtzee box: In this case you get no point bonus, but you do get a joker, and can choose your move following the rules described above for jokers.

The score is indicated as you move the mouse cursor over the button and those buttons which are not scoring for your throw are disabled.

Once you click a button, your score is registered. First six top rows score according to the number of dice showing the number of 1's, 2's and so on.

For example if you throw throw 4 4 4 4 5 6 you score 16 points if you select it as fours. Bottom rows score if your throw belongs to one of these special cases: Three of a Kind 3 dice of the same kind sum of all the dice Four of a Kind 4 dice of the same kind sum of all the dice FullHouse 2 dice of one kind, 3 of another 25 points Small Straight 4 consecutive numbers 30 points Large Straight 5 consecutive numbers 40 points Kniffel 5 dice of the same kind 50 points Chance any combination sum of all the dice In the top section first six rows you get a bonus 35 points in any of the four columns if your subtotal for that column is greater than or equal to When selecting scores you have to proceed scoring in the first column from top to bottom.

Second column is filled from bottom to top and forth can be filled in any order. Third column can be filled in any order but it will score only after the first throw.

If you can't select any score which will give you points you have to mark zero to that scoring row of the first or second column which is next in turn or to any row of the third or fourth column.

Scores List of ten best scoring games is saved on the game server. You can browse this list selecting Scores.

When your result is to be added to the list computer asks your name. Your may enter a nick name or whatever you want to use.

Only dice left on the table can be rolled. After completing your turn, it is time to choose which category should be scored.

Categories are called simple , e. If you select the wrong category, your turn will be underscored. For example, if you rolled two two pair , but selected three of a kind , then you are scored 0 points in the three of a kind category.

In some instances you have to choose between two categories. Examples of scoring for figure category.

Chance is scored by simply adding the value of all the dice, regardless of which numbers they land on. Extra bonus for rolling five of a kind is received only if the five of a kind category is already scored non-zero.

The game is finished after thirteen turns, or when one of the players is out of time. The player with the highest total score wins.

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