![]() ![]() Some of the combo cards have blank dice spaces on them. Fill the center of the table with a new set of combo cards. Any player who won a card that says power up may take a power up card. The round ends once all of the combo cards from the center have been claimed. They may begin rolling again in order to win another card. Whenever a player claims a combo card, they add it to their pile and quickly clear their dice tracker card. Only after a card has been claimed may players clear their dice tracker cards. After a player has completed a dice combo that matches a combo card, they may slap that card and claim it. Any dice not locked in may be rolled again. A die placed on the tracker is locked in and may not be removed. The object is to roll the combinations that are on the cards in the center of the table.Īs you roll, place dice in your own dice tracker. ![]() After that player says go, everyone starts rolling their dice. THE PLAY OF YAHTZEE FRENZYīegin the game by having the youngest player count down from three. A three player game requires four combo cards, and a four player game requires five combo cards. Give the power up cards a shuffle and place them face down next to the combo cards.įor a two player game, place three combo cards in the center of the table. Place the shuffled deck of combo cards face down in a stack. Put the round keeper token on the space that says round 1. The round keeper card is kept in plain view for all of the players to see. Each player takes one set of dice and the matching dice tracker card. ![]()
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