Beginner tutorial

Yacht Dice strategy for beginners

Score higher at Yacht with simple strategy: when to keep pairs, chasing straights or sets, protecting the upper bonus and using the chance box at the best time.

Updated 6 min readBy the Pass and Play Games team

Play Yacht Dice nowFree · 1–6 players on one device or vs the computer · works offlinePlay Yacht Dice

Yacht Dice looks like pure luck, but every turn you make three decisions that shape your score: which dice to keep, when to stop rolling and which box to spend. This tutorial walks you through a first game, then gives you the habits that raise your score. If you need a rules refresher first, the Yacht Dice rules guide explains every box.

What you will learn

  • How a turn feels in practice, from the first roll to choosing a box.
  • When to go for the 35-point upper bonus, and when to let it go.
  • How to choose between chasing a straight and chasing a Yacht.
  • How to use Chance and scratches so a bad turn costs as little as possible.
  • A short practice plan against the computer.

Your first game, step by step

  1. Set up. Open Yacht Dice, pick one player for a solo game, or add a computer player on Easy, and start. Your scorecard has 13 empty boxes and every turn fills exactly one of them.
  2. Roll and look for a plan. Say your first roll is 5, 5, 5, 2 and 6. Three 5s are a strong start for Fives, Three of a Kind, Four of a Kind, Full House and even Yacht. Hold the three 5s and re-roll the other two.
    HELDHELDHELD
    Hold the three 5s. The 2 and the 6 go back in the cup.
  3. Keep building. The second roll brings a 5 and a 1, so you now hold four 5s. Re-roll the 1 for one last shot at a Yacht, a one-in-six chance.
  4. Pick the box. The last die lands on 3: you have 5, 5, 5, 5, 3. Fives would score 20, Three or Four of a Kind 23. Early in the game, Fives is usually the better home: 20 is 5 points above the 15 you need there for the bonus pace, and Four of a Kind stays open for a later roll.
  5. Spot a made hand. Next turn you roll 1, 2, 3, 4, 4. That is already a Small Straight worth 30, with two rolls left. Hold 1, 2, 3 and one 4, and re-roll the spare 4 looking for a 5 to make a Large Straight.
    HELDHELDHELDHELD
    Hold 1, 2, 3, 4 and roll the spare 4. Any 5 makes the Large Straight.
  6. Take the safe result. Two rolls give you about a 31% chance of the 5. If it never comes, you still have the four in a row, so the Small Straight 30 is guaranteed. Chasing a better box while a good one stays safe is the best kind of risk.
  7. Survive a bad turn. Later you finish a turn with 1, 2, 2, 5, 6 and nothing fits. Chance would take 16 but wastes your safety net, and scratching Yacht gives up a box that could still score 50. Putting 1 in Ones costs only 2 points against par. Small losses in Ones and Twos are the cheapest mistakes on the card.
  8. Finish and compare. Keep going until all 13 boxes are full. Check the upper total, add the bonus if you reached 63, and note your score. In solo games the site remembers your best, so your next game has a target.

Strategy tips that add points

1. Treat 63 as three of each number

The bonus is worth 35 points, more than a Full House, and 63 is exactly three dice in each upper box. Track how far above or below that pace you are. Four 6s put you 6 points ahead, which lets you get away with two 4s later. Two 6s in Sixes put you 6 behind, and that is hard to win back. Early in the game, an upper box with three or four matching dice is usually a good use of a roll.

2. Know when to let the bonus go

Chasing one number for a whole turn produces about 2.1 matching dice on average, not three, so the bonus needs some luck as well as planning. If you need more points than your open upper boxes can realistically make, stop sacrificing turns for it. Use Ones and Twos as cheap places for bad rolls instead, and spend your rolls on the lower boxes.

3. Follow the dice: sets or straights

Pairs and triples push you toward sets: upper boxes, Three and Four of a Kind, Full House and Yacht. Three or four numbers in a row push you toward straights. Holding a pair and half a straight at the same time almost always ends with neither, so pick one direction after the first roll.

4. Chase open-ended straights

Not all four-in-a-rows are equal. With 2, 3, 4, 5 either a 1 or a 6 completes the Large Straight, about a 56% chance over two rolls. With 1, 2, 3, 4 only a 5 works, about 31%. Three in a row in the middle, such as 2, 3, 4 or 3, 4, 5, turns into a Small Straight about 80% of the time within two rolls.

5. Chase a Yacht from strength, not from hope

Three of a kind becomes a Yacht in the next two rolls only about 9% of the time, and a pair only about 3%. That is still worth it when the other boxes your dice could fill are open, because three of a kind keeps Three of a Kind, Four of a Kind and an upper box in reach. With four of a kind and two rolls left the chance rises to about 31%.

6. Two pairs: go for the Full House

Hold both pairs and re-roll the fifth die. Either of your two numbers completes the Full House, so it arrives about 56% of the time over two rolls, and one in three with a single roll left.

7. Keep Chance for emergencies

Chance accepts any dice, so it is the best place for a turn that went wrong, especially one with a high total. Spending it early on an average roll leaves you nowhere to hide later. The same goes for Three of a Kind with low numbers: three 1s there score very little.

8. Scratch the box you were least likely to fill

When a 0 is unavoidable, look at what each open box still needs. Late in the game, with only a few turns left, Yacht is often the cheapest box to give up, because a Yacht comes up in a single turn less than 5% of the time. Earlier in the game, a low upper box such as Ones usually costs less.

Common beginner mistakes

  • Spending Chance on the first turn because the total looked nice.
  • Re-rolling a made Large Straight or a Full House in search of something better.
  • Putting two 6s in Sixes early, which leaves the bonus 6 points behind.
  • Breaking up a pair to chase a straight with only one roll left.
  • Forgetting that a Large Straight also counts as a Small Straight when the Large Straight box is full.
  • Counting only the matching dice in Three or Four of a Kind, which actually score all five dice.

A practice plan

  1. One solo game to learn the boxes. Do not worry about strategy yet, just watch what each box scores in the preview.
  2. Two games against Easy. Focus on one habit: track your upper total against the three-of-each pace.
  3. Two games against Medium. Add the straight and Yacht odds from the tips above to your decisions.
  4. Then try Hard, which plans every re-roll exactly and protects its upper bonus. Beating it more often than not is a real achievement.
  5. Pass the device around for a family game and explain one tip to each new player.

When you are ready, start a game of Yacht Dice and put the plan to work. If a rule question comes up mid-game, the complete rules cover the joker rule and extra Yachts in detail.

Frequently asked questions

Something else? Ask us.

Should my first Yacht always go in the Yacht box?

Almost always. It is worth 50 points, and a 50 in that box is what makes every later Yacht worth a 100-point bonus. Putting it anywhere else gives up both.

Is it better to go for straights or for sets?

Follow the dice. Pairs and triples point toward sets, upper boxes and Full House; three or four numbers in a row point toward straights. Mixing the two in one turn usually ends with neither.

When should I give up on the upper bonus?

When the points still needed are more than your open upper boxes can realistically make. For example, needing 20 with only Ones and Twos left is hopeless, so use those boxes as cheap places to scratch.

Check the full rules

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