Close This Window

Object of the Game

Player rolls any or all dice, up to three times, attempting to obtain dice combinations fitting a scoring category. Player fills 15 scoring boxes. And bonuses will be added into the total score automatically. Player should try to beat a current score in the Hall of Fame to place his/her name and score in the Hall of Fame.

Playing the Game

  1. Player receives a clear score sheet and the computer automatically rolls the dies.
  2. Player reads the dice to determine whether to score in one of the 15 scoring boxes or select unwanted dice and roll again.
  3. After the third roll, the player must enter a score in any one box on the score sheet. If the player is unable to gain a scoring combination on the dice, the Yarborough box may be used. If the Yarborough box has been filled, a zero must be placed in another box of the player's choice.
  4. Play continues for 15 rounds until all the scoring boxes are filled. All boxes must contain either a score or a zero. At this time, a bonus is added and the Basic and Kismet Section are totaled to give a Game Total Score. If the Game Total Score beats a record score in the Hall of Fame, a prompt box will show on screen to enter player's name into the Hall of Fame.

Rules of Play

  • Player is allowed one, two or three rolls of any or all dice per turn.
  • Player may read the dice any way they wish, provided the dice faces meet number and color scoring requirements in either Basic or Kismet sections at the completion of the turn.
  • Scoring boxes may be filled in any order. Only one score may be entered per turn. Once entered, a score can not be changed.

Scoring

Basic Section: This section scores points for ones through sixes. Player rolls dice and scores points for each die matching the scoring category.
Example: First roll shows 3-3-4-4-5. The player decides to go with fours. The player then picks up the dice showing 3-3-5 for his/her second roll. The second roll shows 4-5-5. The player continues by picking up the dice showing 5-5 for his/her third roll. The final roll shows 4-6. The player thus has 4-4-4-4-6 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. The player 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.

Kismet Section: This section offers varying values for dice combinations. Player rolls dice and scores points as follows:
Two Pair Same Color..Any two pairs of the same color or any four of a kind. All five dice is totaled for the score.
Three of a Kind......At least three of a like number. All five dice is totaled for the score.
Straight........A sequence of any five numbers (1-2-3-4-5 or 2-3-4-5-6). Scored as 30 points.
Flush.........Five dice of the same color (Example: four fives and a two are all red). Scored as 35 points.
Full House........Three of one number and two of another number. All five dice is totaled and 15 is added for the score.
Full House Same Color.Three of one number and two of another number in the same color. (Example: three sixes and two ones are all the same color - black). All five dice is totaled and add 20 is added for the score.
Four of a Kind.....Four of a like number. All five dice is totaled and 25 is added 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. All five dice is totaled for the score.
Kismet.........Five of a like number. All five dice is totaled and 50 is added for the score. When more than one Kismet is rolled by the player in one game, see scoring below.

Scoring Options: Any roll can be scored in any open box where the numbers and colors fit the requirements of the box. A roll of 4-5-5-5-5 offers any one of the following scoring options:
  1. A score of 20 in fives in Basic Section.
  2. A score of 24 in Two Pair Same Color in Kismet Section.
  3. A score of 24 in Three of a Kind in Kismet Section.
  4. A score of 49 in Four of a kind in Kismet Section.
  5. A score of 24 in Yarborough in Kismet Section.


  6. A player may choose any one of the options for such a roll.

The following table shows possible scoring options:

BASIC SECTION

2 PAIR SAME COLOR

2 OF A KIND

STRAIGHT

FLUSH

FULL HOUSE

FULL HOUSE SAME COLOR

4 OF A KIND

YARBOROUGH

KISMET

2 PAIR SAME COLOR

X

X

           

X

 

3 OF A KIND

X

 

X

         

X

 

STRAIGHT

X

   

X

       

X

 

FLUSH

X

SOMETIMES

SOMETIMES

 

X

SOMETIMES

SOMETIMES

SOMETIMES

X

SOMETIMES

FULL HOUSE

X

 

X

   

X

   

X

 

FULL HOUSE SAME COLOR

X

X

X

 

X

X

X

 

X

 

4 OF A KIND

X

X

X

       

X

X

 

KISMET

X

X

X

 

X

X

X

X

X

X



Scoring a Second Kismet
If a player rolls a second Kismet in any one game and finds the Kismet box filled, any appropriate scoring option may be used. Point value of the second Kismet is determined by the scoring option chosen.

Scoring a Bonus
After filling all six boxes in the Basic Section, a total is made. If 62 or less points are scored, NO bonus is added. If 63 to 70 points are scored, 35 bonus points are added. If 71 to 77 points are scored, 55 bonus points are added. If 78 or more points are scored, add 75 bonus points. The Basic Section and Bonus are totaled and carried to the box at the bottom of the score sheet.

Hall of Fame
After all 15 boxes are filled with scores or zeros, the Basic Section is totaled and the appropriate bonus is added. This score is placed in the scoring box at the bottom of the score sheet. The Kismet Section is totaled. Total scores from both Basic and Kismet sections are added (including any bonus) for a total game score. If the player score beats a current record, the player's name and score will be placed in the Hall of Fame.

Kismet is the registered trademark of E. William DeLaittre. Board Game is distributed by Endless Games.


Close This Window