How To Play Chimp Yacht
Roll five dice up to three times a turn, then bank the result in a category. Fill all thirteen — highest total wins.
The goal
Over thirteen turns you fill thirteen scoring boxes, one per turn. Each turn you roll five dice, keep the ones you like, reroll the rest, then choose which box to score. Pick well: every box can be used only once, and a bad roll sometimes means taking a zero somewhere.
A turn, step by step
- Roll all five dice.
- Keep any dice; reroll the rest. You get up to three rolls total.
- Choose one open box and score your dice there. That ends the turn.
- No roll fits a box you want? You can always score Chance or take a zero in any open box.
Upper section & the 63 bonus
Ones through Sixes each score the total of that number (three 4s in Fours = 12). Reach 63+ across the upper section and earn a +35 bonus — that's about three of each number, so chase it early.
Lower section
| Three of a kind (sum of all five) | 16 | |
| Four of a kind (sum of all five) | 21 | |
| Full house (three + two) | 25 | |
| Small straight (four in a row) | 30 | |
| Large straight (five in a row) | 40 | |
| Five of a kind (all five match) | 50 | |
| Chance (anything — sum it) | 19 |
Extra Five of a Kind = +100
Roll another five-of-a-kind after you've already scored the 50 in that box, and it's worth a +100 bonus. You then place the dice in the matching upper box, or — if that's full — as a wild in any open lower box.
Winning
When every box on every card is filled, add up the upper section (plus any bonus) and the lower section. Highest grand total wins.
The upper bonus is worth a lot for how easy it is to plan around — bank three-of-a-number in the upper boxes when you can. And don't waste the Five of a Kind box on a zero early; it's your best shot at a big score.

