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Play Yatzy Online — Free, No Sign-Up

Five dice, three rolls a turn, fifteen categories to fill. Two extra rows Yahtzee doesn't have, and several categories that score differently even where the names match.

Five dice, three rolls a turn, fifteen categories to fill. This is Yatzy, the Scandinavian original — two extra rows Yahtzee doesn't have, and several categories that score differently even where the names match.

How to play Yatzy

Two players, fifteen turns each. On your turn, roll up to three times, holding whatever you want to keep between rolls, then lock a score into one of your fifteen still-empty categories.

How do you set up a game of Yatzy?

Five dice showing 3, 3, 3, 5, and 5, with the text: Full House, sum of all five dice equals 19
No board to set up — five dice and an empty fifteen-row scorecard each. Every number on this page is computed from the actual rules engine, this one included.

There's no setup beyond the scorecard itself: fifteen empty categories each, five dice, and whoever's turn it is rolls first. Roll, hold, reroll, repeat up to three times a turn, then score — even into a category worth nothing this time, if that's genuinely the best you can do with an empty boneyard of rolls left.

Moving: roll, hold, score

  • Roll — all dice you haven't held. Up to three times a turn.
  • Hold — click a die between rolls to keep it out of the next reroll. Toggle it back off if you change your mind before rolling again.
  • Score — once you're satisfied (or out of rolls), lock this roll's value into any one of your fifteen still-empty categories. That category is done for the rest of the game, whatever the value.

The categories that actually differ from Yahtzee

Five dice showing 5, 5, 5, 2, and 6, with two scores compared: Yatzy scores just the three 5s for 15, while Yahtzee's Three of a Kind would score all five dice for 23
The single biggest scoring difference between the two games, shown on the exact same roll.

One Pair, Two Pairs, Three of a Kind, and Four of a Kind all count only the dice that actually match — not the full five-dice sum Yahtzee uses for its equivalents. Roll 5-5-5-2-6 and this page's Three of a Kind is worth 5+5+5=15, not 23. It's an easy thing to misjudge if you've only ever played the American version, and it changes real decisions: a near-miss roll is worth noticeably less here than it would be there.

Two rolls compared: 4-4-4-2-2 scores 16 as a Full House, while 4-4-4-4-4 scores 0 as a Full House because it doesn't have two different values
Five of a kind looks like it should count as a Full House. It doesn't — and this page's engine backs that up, not just the text.

Full House needs exactly three of one number and two of a different one — five matching dice don't qualify, because there's no second, different value to pair with. Roll five of a kind and it scores zero under Full House; it belongs in the Yatzy category instead, where it's worth 50.

The straights are fixed values too, and lower than Yahtzee's: Small Straight (1-2-3-4-5) is worth 15, Large Straight (2-3-4-5-6) is worth 20 — Yahtzee's equivalents pay double, 30 and 40. Chance is the one category that's identical either way: the sum of all five dice, no restriction at all.

How does the upper section bonus work?

Score at least 63 across Ones through Sixes combined and the whole section earns a flat 50-point bonus on top. Sixty-three isn't an arbitrary cutoff — it's exactly what six categories would total if you rolled precisely three of each number, one through six, a natural midpoint the whole bonus structure is built around.

How do you win at Yatzy?

After both scorecards are completely full — fifteen turns each, thirty turns total — whoever has the higher grand total (upper section, its bonus, and every lower-section category combined) wins. Equal totals draw.

Yatzy strategy

What should you aim for on your first roll?

Look at what the dice already gave you before deciding what to chase. A pair or better on the first roll is usually worth building on — hold it and reroll the rest toward Three of a Kind, Four of a Kind, or Yatzy itself. A scattered, no-matches roll is the moment to gamble on a straight instead: hold whatever distinct values you already have toward either 1-2-3-4-5 or 2-3-4-5-6, since a straight pays a fixed amount regardless of which specific numbers you end up needing.

When should you deliberately take a zero?

Almost every real Yatzy game includes at least one turn where nothing useful comes up and something has to be sacrificed. The right instinct is to zero the category with the lowest ceiling among what's still open, not just whatever's most inconvenient in the moment — a zero in Ones costs you at most 5 points of potential; a zero in Yatzy costs you 50. This page's own computer opponent follows exactly that rule when it's genuinely stuck, and it's worth adopting deliberately rather than falling into by accident.

Is the upper section bonus worth chasing?

Usually, yes, and earlier than it looks necessary. Fifty points is larger than almost any single lower-section category, and the categories that build it — Fours, Fives, Sixes especially — are also some of the easiest to fill well on an ordinary roll. Falling a few points short of 63 because the upper section got treated as an afterthought is one of the most common ways a close game is lost.

Playing against the computer

How do the three computer levels differ?

Differently from every other computer opponent on this site, because Yatzy genuinely has no opponent move to search against — nothing you roll ever touches the other player's scorecard. So instead of scoring a move by simulating a reply, this AI estimates how promising each of its own still-empty categories looks from the current dice, holds toward whichever one looks best, and takes the strongest result available once it's done rolling. The easy level holds less precisely and sometimes locks in a weaker category than it had to; hard always takes the best read the heuristic can find. None of the three levels plays mathematically perfect Yatzy — that would need a much heavier expected-value calculation over every possible reroll — but the gap between levels is real and measurable: in our own matched-level testing, hard averaged 179 points a game against itself, more than double easy's average of 84, with medium roughly in between at 134.

The history of Yatzy

Yatzy's American cousin has an unusually well-documented birth: a Canadian couple invented a dice game to play with friends aboard their yacht in the late 1940s, and in 1956 the game entrepreneur Edwin S. Lowe bought the rights from them for the price of the first thousand copies made — trademarking it as Yahtzee the following year.

Yatzy's own history is fuzzier by comparison, and that fuzziness is itself the point: it was already being played across Sweden, Denmark, Norway, and Finland for decades before Yahtzee existed as a commercial product, passed down informally as a folk game rather than sold in a box with a patent behind it. Nobody owns Yatzy the way Hasbro owns Yahtzee — it's public domain, which is exactly why the fifteen- category Scandinavian scorecard could keep evolving on its own terms instead of freezing at whatever a single 1956 rulebook happened to say.

That's also the practical reason this page could build the real fifteen-category version at all: a public-domain ruleset can be implemented directly from how the game is actually played, rather than licensed or approximated around someone else's trademark. The two scorecards drifted apart gradually rather than by design — nobody sat down and decided Yatzy's Full House should score differently from Yahtzee's, it just kept being played that way long enough in enough households that the difference became permanent.

If you like this one

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  • Reversi — the computer opponent design this site defaults to everywhere a real opponent move exists to search
  • Nim — the opposite kind of game entirely: zero luck, solved outright

Frequently asked questions

+ How do you play Yatzy?

Five dice, up to three rolls a turn. After each roll, hold whichever dice you want and roll the rest again, or stop early. Once you're done rolling, score into exactly one of your fifteen still-empty categories — even a zero, if nothing fits. Two players, fifteen turns each; after both scorecards are full, the higher grand total wins.

+ Is Yatzy the same game as Yahtzee?

Related, not identical — and this page is genuinely Yatzy, not a reskin of Yahtzee. Yahtzee is Hasbro's trademarked American version, thirteen categories. Yatzy is the older, public-domain Scandinavian original passed down as a folk game for decades before Yahtzee was ever commercialised, and it plays with fifteen categories: two extra rows (One Pair, Two Pairs) Yahtzee doesn't have, plus several categories — the ones both games share by name — that score differently. See the breakdown below.

+ What's different about Three of a Kind and Four of a Kind here?

They score only the matching dice, not all five. Roll 5-5-5-2-6 and Yatzy's Three of a Kind is worth 5+5+5=15; Yahtzee's version of the same category would score all five dice, 23. Every 'of a Kind' row on this page — One Pair and Two Pairs included — follows the same rule: count only what actually matches.

+ Does five of a kind count as a Full House?

No, and this trips people up constantly. A Full House needs exactly three of one number and two of a different number — nothing else qualifies. Five matching dice are a Yatzy instead, worth 50 in that category, and score zero if you try to file them under Full House.

+ What are Small Straight and Large Straight worth?

A fixed 15 for Small Straight (1-2-3-4-5) and a fixed 20 for Large Straight (2-3-4-5-6) — both exact runs only, no substitutions. Yahtzee's equivalents are worth double, 30 and 40, which is one more of the real points-on-the-board differences between the two games rather than just a naming quirk.

+ How does the upper section bonus work?

Score at least 63 total across Ones through Sixes and the whole upper section gets a flat 50-point bonus, on top of whatever you already scored there. Sixty-three is exactly what you'd have if you rolled precisely three of each number, one through six — a rough midpoint the bonus is built around, not an arbitrary line.

+ What is the best Yatzy strategy?

Chase whatever the dice already suggest rather than a fixed plan — hold a pair or better toward Three/Four of a Kind or Yatzy, and use a scattered roll to gamble on a straight instead, since straights pay a fixed amount regardless of which numbers you actually land. When a turn genuinely has nothing useful, zero the category with the lowest ceiling rather than whatever's most convenient — a wasted Ones is worth at most 5 points, a wasted Yatzy is worth 50. And don't neglect the upper section: the 50-point bonus at 63 is bigger than almost any single lower category, and falling just short of it is one of the most common ways a close game slips away.

+ How do the three computer levels differ?

There's no opponent move to search against in Yatzy — nothing you roll affects the other side's scorecard — so this computer opponent works differently from every other one on this site. It estimates how promising each of its still-empty categories is from the current dice, holds toward the best one, and scores the best result available at the end of its rolls. The levels differ in how good that judgement is: easier levels hold less precisely and occasionally lock in a weaker category than they had to; hard always takes the best read available. Measured against itself, hard averages 179 points a game, more than double easy's 84.

+ Can I play Yatzy with a friend online?

Yes. Choose 'With a friend online' below the board and press Open a table. You get a four-character code; send it to your friend, they type it in and press Join. Both scorecards are visible to both players throughout — nothing about this game is hidden — and there is a chat window built in.

+ Is it free?

Yes, and there is no sign-up, for the online tables either. Nothing about a solo or hotseat game is saved anywhere; close the tab and start fresh next time.

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