★ AMSTRAD CPC ★ GAMESLIST ★ YAHTZEE (COMPUTING WITH THE AMSTRAD) (c) COMPUTING WITH THE AMSTRAD ★

Computing with the Amstrad
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YAHTZEE is a simulation of the traditional dice game and can be played by one to four players. The object of the game is to get the highest score possible by using a set of five dice to tick off each one of a special list of scoring combinations.

Players take turns at throwing the dice, each turn consisting of a maximum of three throws. After the first two throws you may:

  • Throw all the dice again.
  • Hold selected dice and throw the rest.
  • Accept the throw as seen.

On the third throw you must accept the dice shown.

With each throw of the dice the range of scoring combinations you can claim are displayed. Your task -and the crux of the whole game - is to choose one of these for that turn's score. Once you've chosen an option you can't pick it again, so take care.

Having made a valid selection, a summary of your current score and the previous options you have picked are shown. Play then passes to the next person. The game cycles round all the players until everyone has had 13 turns - sufficient to cover all the scoring combinations possible.

If you should wish to hold some of the dice and re-throw the others, all you need to do is type in the face values of the unwanted die or dice. For instance, from a display of the five dice values 55246, entering 246 would hold the two dice value 5, and re-throw the three dice showing the face values 2. 4 and 6.

Once you decide to accept a throw you simply type in the letter alongside the scoring combination you have chosen.

There are two sections to the score sheet. The first simply totals the number of like dice as shown in Figure I. The second section consists of special scores based on special combinations such as three of a kind, as shown in Figure II.

Should the total scores achieved under section one exceed 63 a bonus of 35 points is automatically added.

There will be occasions when the combination displayed after three turns does not match any of the remaining scoring options. You might, for instance, have chosen it earlier. Should this occur you must pick one of the outstanding options -which will be ticked off the list for a score of zero. The point is you must always score something at the end of each turn, even if it is a zero.

You'll find Yahtzee intriguing, thought provoking and infuriating. Do yourself a favour - type it in today.

CombinationScoringRange
Onestotal all ones1-5
Twostotal all twos2-10
Threestotal all threes3-15
Fourstotal all fours4-20
Fivestotal all fives5-25
Sixestotal all sixes6-30

Table 1: Section one of the scoresheet

CombinationDescriptionScore
3 of a kindAny three dice the sameTotal value of ALL dice
4 of a kindAny four dice the sameTotal value of ALL dice
Full houseTwo dice the same and
the other three the same
25 points
Straight 4A consecutive run of four
dice (1234,2345 or 3456)
30 points
Straight 5A consecutive run of all five40 points
YahtzeeAll five dice the same50 for the first Yahtzee
100 for any subsequent.
ChanceAny five diceTotal of all the dice

Table 2 : Section two of the scoresheet

CWTA

YAHTZEE (COMPUTING WITH THE AMSTRAD)
(c) COMPUTING WITH THE AMSTRAD

AUTHOR: Laurie LAMBERT

★ YEAR: 1986
★ LANGUAGE:
★ GENRE: BASIC , BOARD , YAHTZEE
★ LiCENCE: LISTING
★ COLLECTION: COMPUTING WITH THE AMSTRAD 1986

 



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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.