The value of all five dice is simply added and scored here. A Kismet is gained with five of the same number and worth 50 additional points. The scoring for the second Kismet after scoring one allows the player to select any other scoring alternative for the color and numbers rolled. The other players should enter a zero in the empty box near the top portion, either in the Basic section or the Kismet section, and lose a turn.
The same rules are applied for all succeeding Kismets. As for the bonus score, once the Basic section is filled, if the total is 62 points or less, there is no bonus score.
The scores of 63 up to 70 will gain 35 points, 71 up to 77 gains 55 points while scores of 78 or higher will gain 75 bonus points. Once all the 15 boxes are filled, the player with the highest score after the getting the total of the Basic and Kismet section is the winner of the game.
Video: Playing Kismet. Scoring works with two sections. First, there is a Basic section. A player can write in a score based on the numbers that one rolls and the number of dice that match up. For instance, if a player has three 5s then that player can write in 15 into the Fives section.
Meanwhile, a player with two 6s can write in 12 into the Sixes. A player who gets 63 or more points will get a bonus:. This is worth the sum of the dice and 50 points. If two or more Kismets are rolled in a game then a player can get the same total in any category other than the straight category.
Also, all players will have to enter in a zero in the top-most open spot on their sheets. Overall, the winner is the player who has the most points at the end of the game. The second roll shows The player continues by picking up the dice showing for his third roll.
The final roll shows The player thus has after three rolls. A score of 16 is placed in the "Four" scoring box - scoring four points for each four rolled. Play is similar for each box in the Basic Section. Players may choose an alternative scoring, in either the Basic or Kismet section, at any time. After three rolls, one scoring box must be filled with a score or a zero. This section offers varying values for dice combinations.
Players roll dice and score points as follows:. Two pair Same Color: Any two pairs of the same color or any four of a kind. Total all five dice for the score. Flush: Five dice of the same color Example: four fives and a two are all red. Score as 35 points. Full House: Three of one number and two of another number. Total all five dice and add 15 for the score. Yarborough: This is an "escape" box. Players fill it at their option. If a player rolls three times and does not have a scoring combination, Yarborough may be used.
Kismet: Five of a like number. Total all dice and add 50 for the score. When more than one Kismet is rolled by one player in one game,. Any roll can be scored in any open box where the numbers and colors fit the requirements of the box. A roll of offers any one of the following scoring options:.
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