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Thirteen boxes and a lot of adding up

Yahtzee

Five dice, three rolls, and a scorecard that has to be filled whether the dice cooperate or not. The scoring is the maths, and deciding where to put a bad roll is the lesson.

Players
1 or more
Time
20 to 30 minutes
Ages
8 and up

What you need

  • Five dice
  • A Yahtzee scorecard, or paper ruled into thirteen boxes

How to play

  1. Roll up to three times. Roll all five dice. You may set any aside and reroll the rest, up to three rolls in total.
  2. Fill exactly one box. At the end of your turn you must write a score into one empty box — even if that means writing zero. That obligation is the whole game.
  3. Score the upper section. The boxes for ones through sixes score the total of the matching dice only. Three fours scores 12 in the fours box and nothing anywhere else.
  4. Score the lower section. Three of a kind and four of a kind score the total of all five dice. A full house scores 25, a small straight 30, a large straight 40, and five of a kind — Yahtzee — scores 50. Chance scores the total of all five, whatever they are.
  5. Take the bonus. If the upper section totals 63 or more, add 35. Sixty-three is three of each number, which is worth pointing out — it makes the bonus a target rather than an accident.
  6. Add it all up. When all thirteen boxes are filled, total the card. Highest wins.

The maths in it

Adding five dice, thirty-odd times a game, is more arithmetic than a worksheet delivers in a week. The 63-point bonus is a genuine planning problem, and the requirement to fill a box every turn means a child has to decide which of two bad options costs less — which is a more useful skill than any of the addition.

Making it fit the child

Easier: Play the upper section only, six boxes, and skip the bonus. Let a younger child sort the dice into piles before counting.

Harder: Play with the scorecard visible to everyone and ask each player to say why they chose a box before writing it. The reasoning is where the mathematics lives.

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