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{ITEM-100%-1-2}Lowe filed Yahtzee as a trademark with the U. 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 the card game, see Reversis. The Yahtzee scorecard contains 13 scoring boxes divided between netent offices sections: Retrieved from " https: For instance after throwingkeeping maximizes the chance of getting a three-of-a-kind a guaranteed score of 15 but keeping 66 maximizes the expected average score When the rules are changed so that there is no Upper Section bonus the average score drops from In the official rules [4] the player must act in the following way. The most important maria tennis of Yahtzee is the casino wont pay grandma 42 million game named Yachtwhich is an English cousin of Generala and dates back to at least Clearly he keeps any Small Straight or Yahtzee that he throws. In em spielregeln round, a player gets three rolls of the dice, although they can choose to end their turn after one or two rolls. Spider Solitaire 2 suits. After petersberg altes casino second throw he will keep any 4s, 5s, and 6s. Deluxe edition games have been sold em spielregeln the regular issue games since the early lionel messi goldmedaille.{/ITEM}

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Yahtzee is a dice game made by Milton Bradley now owned by Hasbro , which was first marketed as Yatzie by the National Association Service of Toledo, Ohio, in the early s.

It was marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe is also responsible for introducing Bingo to the U. It is also similar to Yatzy , which is popular in Scandinavia.

The objective of the game is to score points by rolling five dice to make certain combinations. The dice can be rolled up to three times in a turn to try to make various scoring combinations and dice must remain in the box.

A game consists of thirteen rounds. After each round the player chooses which scoring category is to be used for that round.

Once a category has been used in the game, it cannot be used again. The scoring categories have varying point values, some of which are fixed values and others for which the score depends on the value of the dice.

A Yahtzee is five-of-a-kind and scores 50 points, the highest of any category. The winner is the player who scores the most points.

Yahtzee was marketed by the E. Lowe Company from until In , the Milton Bradley Company purchased the E. Lowe Company and assumed the rights to produce and sell Yahtzee.

The game has maintained its popularity. A classic edition is currently being marketed by Winning Moves.

The overall concept of Yahtzee traces its roots to a number of traditional dice games. Another game, Yap, shows close similarities to Yahtzee; this game was copyrighted by Robert Cissne in The most important predecessor of Yahtzee is the dice game named Yacht , which is an English cousin of Generala and dates back to at least Yahtzee is similar to Yacht in both name and content.

Although Yahtzee is clearly derived from Yacht, it differed from it in a number of significant ways:. The present-day commercial Yahtzee began when toy and game entrepreneur Edwin S.

Lowe filed Yahtzee as a trademark with the U. Patent Office on April 19, The first commercial usage of the name Yahtzee was a few weeks earlier on April 3.

Lowe classified his product as a Poker Dice Game. According to Hasbro , the game was invented by an anonymous Canadian couple, who called it The Yacht Game because they played it on their yacht with their friends.

Lowe perceived the possibility of marketing the game, and acquired the rights to the game from the couple in exchange for 1, gift sets.

According to Lowe, the game did not initially do well commercially, since the rules and appeal were not easily conveyed in an advertisement.

Eventually, he had the idea of organizing Yahtzee parties at which people could play the game and thereby gain a first-hand appreciation of it.

The idea was successful, and enthusiasts quickly popularized the game through word of mouth. Lowe Company sold Yahtzee from to The game and its contents were copyrighted by Lowe in , , , and In , Milton Bradley purchased the E.

Over time, the Yahtzee logo has taken several forms. The original version of the logo was used throughout the entire period that the game was produced solely by the Lowe company.

After , the logo changed various times. This logo is found on the scorecards and the game box es. The game consists of a number of rounds.

In each round, a player gets three rolls of the dice, although they can choose to end their turn after one or two rolls.

After the first roll the player can save any dice they want and re-roll the other dice. This procedure is repeated after the second roll.

The player has complete choice as to which dice to roll. They can re-roll a die for the third roll that was not rolled on the second roll.

The Yahtzee scorecard contains 13 different category boxes and in each round, after the third roll, the player must choose one of these categories.

The score entered in the box depends on how well the five dice match the scoring rule for the category. Details of the scoring rules for each category are given below.

As an example, one of the categories is called Three of a Kind. The scoring rule for this category means that a player only scores if at least three of the five dice are the same value.

The game is completed after 13 rounds by each player, with each of the 13 boxes filled. The total score is calculated by summing all thirteen boxes, together with any bonuses.

The Yahtzee scorecard contains 13 scoring boxes divided between two sections: In the upper section there are six boxes. The score in each of these boxes is determined by adding the total number of dice matching that box.

If a player scores a total of 63 or more points in these six boxes, a bonus of 35 is added to the upper section score. Although 63 points corresponds to scoring exactly three-of-a-kind for each of the six boxes, a common way to get the bonus is by scoring four-of-a-kind for some numbers so that fewer of other numbers are needed.

A player can earn the bonus even if they score a "0" in an upper section box. In order to gauge how well a player is doing in the upper section, they often refer to being "up" or "down" compared to the average of three required for each box.

So that if a player scores four "sixes" they will be "6 up"; while if they then score just two "twos" they will then be only "4 up". Similarly, if a player starts with two "twos" they will be "2 down".

Some players count a Yahtzee as being a valid Full House. However the official rule is that a Full House is "three of one number and two of another".

If a category is chosen but the dice do not match the requirements of the category the player scores 0 in that category.

Some combinations offer the player a choice as to which category to score them under; e. The Chance category is often used for a turn that will not score well in any other category.

A Yahtzee occurs when all five dice are the same. If a player throws a Yahtzee but the Yahtzee category has already been used, special rules apply.

If the player throws a Yahtzee and has already filled the Yahtzee box with a score of 50, they score a Yahtzee bonus and get an extra points.

However, if they throw a Yahtzee and have filled the Yahtzee category with a score of 0, they do not get a Yahtzee bonus. In either case they then select a category, as usual.

Scoring is the same as normal except that, if the Upper Section box corresponding to the Yahtzee has been used, the Full House, Small Straight and Large Straight categories can be used to score 25, 30 or 40 respectively even though the dice do not meet the normal requirement for those categories.

In this case the Yahtzee is said to act as a "Joker". There are two alternative versions of the Joker rule used. In the official rules [4] the player must act in the following way.

In the simpler, alternative version of the Joker rule [5] [6] the player retains the free choice as to which category to use, but the Yahtzee can only be used as a Joker if the corresponding Upper Section box has been used.

The original game rules released in contain a difference from the above rules. 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.

It is important to understand the probability of completing a Yahtzee. This 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. 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: 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 he is trying to maximize his average score.

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

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

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

With two pairs he will keep the higher pair. With no pair he will keep the highest die. Following this strategy gives him 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. 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. Dark must place a piece with the dark side up on the board, in such a position that there exists at least one straight horizontal, vertical, or diagonal occupied line between the new piece and another dark piece, with one or more contiguous light pieces between them.

In the below situation, dark has the following options indicated by translucent pieces:. After placing the piece, dark turns over flips, captures all light pieces lying on a straight line between the new piece and any anchoring dark pieces.

All reversed pieces now show the dark side, and dark can use them in later moves—unless light has reversed them back in the meantime. In other words, a valid move is one where at least one piece is reversed.

If dark decided to put a piece in the topmost location all choices are strategically equivalent at this time , one piece gets turned over, so that the board appears thus:.

This player operates under the same rules, with the roles reversed: Possibilities at this time appear thus indicated by transparent pieces:.

Players take alternate turns. If one player can not make a valid move, play passes back to the other player. When neither player can move, the game ends.

This occurs when the grid has filled up or when neither player can legally place a piece in any of the remaining squares. This means the game may end before the grid is completely filled.

In over-the-board play this is generally scored as if the board were full 64—0. The player with the most pieces on the board at the end of the game wins.

In common practice over the internet, opponents agree upon a time-control of, typically, from one to thirty minutes per game per player.

Standard time control in the World Championship is thirty minutes, and this or something close to it is common in over-the-board as opposed to internet tournament play generally.

This both enables players to look up past games of note and tournament directors and players to resolve disputes according to whatever specific rules are in place where claims that an illegal move, flip or other anomaly are voiced.

An alternative recording method not requiring a grid is also in use, where positions on a board are labeled left to right by letters a through h and top to bottom far-to-near by digits 1 through 8 Note that this is the opposite of the chess standard, with numerals running upward away from the side White that has a through h left to right, and also that the perspective may be that of either player with no fixed standard , so that the very first move of a game may be based upon standard starting setup d3, c4, f5 or e6.

This alternate notational scheme is used primarily in verbal discussions or where a linear representation is desirable in print, but may also be permissible as during-game transcription by either or both players.

Tournament play using ordinary sets rather than a computer interface—where this can not be an issue—have various ways of handling illegal moves and over- or underflipping flips that should not be made but are or should be but are not.

For example, permitting either player perpetrator or its opponent to make a correction going back some fixed number of moves after which no remedy is available is one procedure that has been used.

Invented by the British Mathematician and three times runner-up at the World Championship and five times British Champion Graham Brightwell , this is the tie-breaker that is now used in many tournaments including the W.

If two players have the same number of points in the thirteen rounds W. Swiss, the tie is resolved in favour of the player with the higher Brightwell Quotient.

The Brightwell Quotient BQ is calculated as follows: Good Othello computer programs play very strong against human opponents. This is mostly due to difficulties in human look-ahead peculiar to Othello: The interchangeability of the disks and therefore apparent strategic meaninglessness as opposed to chess pieces for example makes an evaluation of different moves much harder.

This can be demonstrated with blindfold games, as the memorization of the board demands much more dedication from the players than in blindfold chess.

Also the game has been particularly attractive to programmers. Therefore, the best Othello computer programs have easily defeated the best humans since , when the program The Moor beat the reigning world champion.

Analysts have estimated the number of legal positions in Othello is at most 10 28 , and it has a game-tree complexity of approximately 10 Experts have not absolutely resolved what the outcome of a game will be where both sides use perfect play.

From Wikipedia, the free encyclopedia. This article is about the board game. For the card game, see Reversis. Where dark may play. Where light may play.

Hassan 3 — 61 Verstuyft J. European Grand Prix Ghent This section needs additional citations for verification.

Please help improve this article by adding citations to reliable sources.

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