Contents
Hello! Let’s learn the rules of the Kismet game!
If you’re new to Kismet, don’t worry! I’m here to guide you through the rules. Kismet is a dice game that’s all about luck and strategy.
Objective
The goal of Kismet is to score the most points by rolling the dice and making different combinations.
What You Need
To play Kismet, you’ll need five dice, a score sheet, and a pen or pencil to keep track of your points.
Gameplay
Here’s how the game works:
- On your turn, you’ll roll all five dice.
- You can choose to keep some of the dice and reroll the rest, or you can reroll all of them.
- After each roll, you’ll decide where to enter your score on the score sheet.
- The score sheet has different categories, such as ones, twos, threes, etc.
- You’ll try to make different combinations with your dice to earn points in these categories.
- For example, if you have three dice showing the number 3, you can enter 9 points in the threes category.
- The game continues with each player taking turns and trying to score as many points as possible.
- At the end of the game, the player with the highest total score wins!
Strategy Tip
Remember, Kismet is a game of luck, but there’s also some strategy involved. Think about which categories you want to focus on and try to make the best use of each roll.
Conclusion
Now that you know the rules of Kismet, you’re ready to start playing! Grab some dice, gather your friends, and have fun rolling your way to victory!
When you play the game, you get to roll dice up to three times to try and get specific combinations to score points.
You have 15 different scoring categories to fill in, and you can even earn bonus points for a higher total score. The ultimate goal is to have the highest score and win the game.
How to Play
- Okay, so here’s how we keep score. Each player has their own score sheet.
- We start by rolling one die each. The player who rolls the highest number goes first. Then we take turns going clockwise.
- On your turn, you roll all five dice and try to get a scoring combination. After you see what you rolled, you have two choices. You can either stop and write down your score, or you can pick up any or all of the dice and roll again. If you choose to roll again, you have one more chance to get a good score.
- After the third roll, you have to choose a box on your score sheet to write down your score. If you weren’t able to get a scoring combination, don’t worry. You can use the Yarborough box. But if the Yarborough box is already filled up, you have to put a zero in a different box of your choice.
Alright, here’s what you need to know about playing this game. We’re gonna have some fun! First off, we’re gonna play 15 rounds. In each round, every player gets a turn. We gotta make sure that we fill up all the boxes with either a score or a zero.
Now, pay attention ’cause this is important. After we’ve played all 15 rounds, we need to do some math. First, we’re gonna add up the scores from the Basic Section, which includes boxes 1 through 6. If there’s a bonus indicated, we add that too. Then, we add up the scores from the Kismet Section, which has boxes 7 through 15.
Once we’ve added up the scores from both sections, we add them together to get the Game Total Score. The player with the highest Game Total Score is the winner! So, let’s give it our best shot and try to score big! Good luck, and let the best player win!
- You can roll the dice one, two, or three times on your turn.
- You can interpret the dice in any way you want, as long as the numbers and colors match the scoring requirements in the Basic or Kismet sections at the end of the turn.
- You can fill in the scoring boxes in any order, but only one score can be entered per turn, and once entered, it cannot be changed.
Scoring
Basic Section
In this section, you score points for rolling numbers one through six. Each die that matches the scoring category earns you points.
For example: On my first roll, I get 3-3-4-4-S. I decide to go with fours. I pick up the dice showing 3-3-5 for my second roll. The second roll shows 4-5-5.
I picked up the dice and saw a 5-5 for my third roll. Then, I rolled again and got a 4-6. So far, I have rolled 4-4-4-4-6 after three rolls. I put a score of 16 in the “Four” scoring box, earning me four points for each four that I rolled.
The rules are the same for each box in the Basic Section. You can choose to score in either the Basic or Kismet section at any time. After three rolls, you must fill one scoring box with a score or a zero.
Now, let’s move on to the Kismet Section.
In this section, different dice combinations are worth different points. Here’s how it works:
– Two pair Same Color: You can have any two pairs of the same color or any four of a kind. Add up the total of all five dice for your score.
– Three of a Kind: You need to roll at least three dice with the same number. Once again, add up the total of all five dice for your score.
- Straight: Roll a sequence of any five numbers (like 1-2-3-4-5 or 2-3-4-5-6). This combination is worth 30 points.
- Flush: Roll five dice of the same color, for example, all five dice are red and four of them show a five, while one shows a two. This combination is worth 35 points.
- Full House: Roll three dice showing one number and the other two dice showing a different number. Add up all five dice and score an additional 15 points.
- Full House Same Color: Roll three dice showing one number and the other two dice showing a different number, all with the same color.
- Four of a Kind: Roll four dice showing the same number. Add up all five dice and score an additional 25 points.
- Yarborough: This is an “escape” option. If a player rolls three times and doesn’t have a scoring combination, they may use Yarborough. Simply add up the values of all five dice for the score.
I recently learned about a really cool dice game called Kismet. It’s pretty simple to play, but there are some important rules and strategies that you should know. Ready to dive in and learn more? Great! Let’s get started.
In Kismet, you roll five dice and try to get as many of the same number as possible. Each dice has six sides, numbered 1 to 6. The goal is to get five of a like number, called a Kismet, which gives you a really high score.
Here’s how it works: you roll all five dice at once and see what you get. Let’s say you roll a 3, 3, 3, 2, and 6. You have three 3’s, so you’re on your way to a Kismet. But to get the highest score, you want to roll two more 3’s in your next turn.
After each roll, you have the option to keep some of the dice and reroll the rest. For example, you might decide to keep the three 3’s and reroll the 2 and 6. This gives you a better chance of getting those two extra 3’s you need for a Kismet.
Now, let’s talk about scoring. When you roll a Kismet, you get to add up the total of all the dice and then add 50 on top of that. So if you rolled a Kismet with a total of 20, your score would be 70. It’s a pretty nice bonus!
But what if you don’t roll a Kismet? Don’t worry, there are still plenty of ways to score points. You can earn points for having pairs, triples, and even a straight, which is when you roll 1, 2, 3, 4, and 5. The more dice you match, the higher your score will be.
One thing to keep in mind is that Kismet can be a bit of a gamble. Sometimes you might go for a high score by rerolling all the dice, hoping for that perfect Kismet. But other times, it might be smarter to hold on to a good score and play it safe.
To sum it all up, Kismet is a fun dice game where you try to roll five of a like number for a high score. It’s all about strategy and luck. So gather some friends, grab some dice, and give it a try. You might just discover a new favorite game!
Scoring Options
When you roll the dice, you can choose to score your roll in any open box that meets the requirements. Let’s say you roll a 4, 5, 5, 5, and 5. With this roll, you have several scoring options:
- You can score 20 points in the fives category in the Basic Section.
- You can score 24 points in the Two Pair Same Color category in the Kismet Section.
- You can score 24 points in the Three of a kind category in the Kismet Section.
- You can score 49 points in the Four of a kind category in the Kismet Section.
- You can score 24 points in the Yarborough category in the Kismet Section. It’s up to you to choose which option you prefer.
Take a look at the table below to see all the possible scoring options.
Scoring a Second Kismet
If you happen to roll a second Kismet during a game and the Kismet box is already filled, don’t worry! You can still use any appropriate scoring option. Just remember, the number of points you get for the second Kismet will depend on the scoring option you choose.
So, here’s what happens when you roll a second Kismet: I’ll explain it all to you, don’t worry.
First things first, when you roll that second Kismet, everyone else has to put a big fat zero in the nearest empty box at the top of their score sheet. They can choose whether it’s in the Basic or Kismet sections, no pressure.
But that’s not all – they also lose a turn. Tough luck for them, right?
Now, let’s talk about the player who rolled that second Kismet. They get to keep their dice and start the next round. So it’s kind of like a free pass to keep rolling.
Want to know how it goes for any additional Kismets? Well, the same rules apply. Same old story.
Now, let’s talk about scoring a bonus. Exciting stuff!
Once all six boxes in the Basic Section are filled, it’s time to do some math. You add up all the points you scored – easy peasy. Here’s where it gets interesting: depending on how many points you’ve got, you might just land yourself a bonus!
If you scored 62 points or less, no bonus for you. Sorry, better luck next time.
But if you managed to score between 63 and 70 points, voilà! You just earned yourself a nice little bonus of 35 points. Not bad at all.
If you did even better and scored between 71 and 77 points, guess what? You get a bigger bonus this time – 55 points! Now we’re talking.
And if you’re truly on fire and scored 78 points or more, oh boy! You deserve all the applause because you just scored yourself a whopping 75 points bonus. Impressive, right?
Now, here’s the grand finale: add up the points from the Basic Section and the bonus you earned. Write that glorious total in the box at the bottom of your score sheet. And there you have it, my friend.
Alright, folks, we’ve reached the end of the game. It’s been a wild ride.
Once all 15 boxes are filled with scores or zeros, we add up the numbers in the Basic Section and include any applicable bonus. This final score goes in the box at the bottom of the score sheet.
We also add up the scores in the Kismet Section. Then, we combine the total scores from both the Basic and Kismet sections, including any bonus, to get our overall game score. The player who has the highest total score is the winner!