Yacht

Five dice, a leather cup, three rolls and a sheet to fill. The dice game for up to 10 players on one device.

Group of players

Difficulty

Sound

Table

Each player in turn rolls five dice up to three times: tap the dice you want to keep, then roll the others. After any roll write the dice into one free row of your column, even if it scores nothing. After 15 rounds the highest total wins.

Written after the first roll, a combination counts double.

Phone and tablet: the game goes fullscreen. Tap the cup or Roll, tap dice to hold them and tap a free row to write. The sheet scrolls with a finger.

Keyboard: Space rolls, keys 1–5 hold or release a die, Esc pauses.

Players, in turn order

    This group has an unfinished game: changes apply from the next game.

    Paused

    Sound

    Table

    PlacePlayerGameSchoolTotal

    Cheats were used: this game is not in the statistics.

    Difficulty

    Sound

    The game in progress is not counted yet.

    All moves

    Points: what goes on the sheet; for a roll, on average by the best moves to the end of the turn. Gain: how much the move adds to the final total you can expect, or takes from it, with the best play to the end of the game. The higher, the better.

    Under a roll: how the turn can end with the best moves. Each line has the row, the chance of ending there, what the row then gives and the gain of that ending; the gain of the roll is the average of these gains, so a good aim can still be a poor move when it often fails.

    MovePointsGain

    Why this move

      The moves are compared by what you can expect at the end of the game, not by the points of this turn. A move's gain is how much it raises that expectation or lowers it.

      A row can only be used once. Writing little in a row that often brings a lot, like Chance or Two pairs written after a first roll, loses what it could have brought later, so a move with more points can still be the worse one.

      A row is also a place for a bad turn. Giving up a hard row costs more than the few points it usually brings: the next bad turn will have to go into a dearer row, and a school row not closed costs −40.

      Under a roll: how the turn can end with the best moves. Each line has the row, the chance of ending there, what the row then gives and the gain of that ending; the gain of the roll is the average of these gains, so a good aim can still be a poor move when it often fails.

      A green row only means that these dice score there; it is not advice. The move to make is the row with the dashed frame, or the dice marked to keep.

      A bad roll has no good move: then every gain is below zero and the best move is the one that loses least.

      The calculation is exact for the highest average final total, with the best play to the end of the game. It does not look at the other players, so when you must catch up a riskier move can be right.