YathselWiki

Rules

In a Nutshell

A dice duel: roll, hold, and fill the 13 categories on your card. Beat each opponent's total round after round, and cheat on the sly to tip the odds.

Goal
Fill all 13 categories on your card. Each round is a duel against one opponent, the higher card total wins.
Your Turn
Roll five dice up to three times, holding any dice between rolls. Then enter the result into exactly one open category. You may also enter a zero into any open box if nothing fits.

The scorecard

BoxHow to score itMax
Upper Section (1–6)
OnesSum of all 1s.5
TwosSum of all 2s.10
ThreesSum of all 3s.15
FoursSum of all 4s.20
FivesSum of all 5s.25
SixesSum of all 6s.30
Lower Section
Three of a KindThree of a kind: sum of all dice.30
Four of a KindFour of a kind: sum of all dice.30
Full HouseThree plus a pair: 25 points.25
Small StraightFour in a row: 30 points.30
Large StraightFive in a row: 40 points.40
YathselFive of a kind: 50 points!50
ChanceSum of all dice, anything counts.30

A Small Straight needs four dice in a row (1-2-3-4, 2-3-4-5 or 3-4-5-6), a Large Straight all five (1-2-3-4-5 or 2-3-4-5-6).

Bonuses

Upper bonus
Reach at least 63 points in Ones through Sixes and you get +35. 63 is exactly three of every number.
Extra Yathsel
Roll five alike again while your Yathsel box already holds 50: you get +50 points and +50 gold, and the roll is entered into another box as usual. This applies to you and to your opponents.
Sudden Death
If a duel ends in a tie, both players roll one die. The higher number wins, on another tie you roll again.

Saloon twists

Twists change how much certain boxes are worth, for everyone at the table. In the campaign each duel from the second one on has a 60 % chance to roll one twist from the marked pool below. The Stranger's duel never has one. In a multiplayer saloon the host can switch on any number of twists.

TwistEffectCampaign
Double YathselYathsel scores 100 instead of 50.yes
Double StraightsSmall and Large Straight score double.yes
Double Full HouseFull House scores 50 instead of 25.yes
Double ChanceChance scores double.yes
Double KindsThree and Four of a Kind score double.yes
Double SixesSixes score double.yes
Double Upper BlockOnes through Sixes all score double.no
Triple YathselYathsel scores 150 instead of 50.no
Half ChanceChance only scores half. A risky twist.no
Straight GambleStraights score double, but Full House only half.no

When several twists touch the same box, boosts do not stack (the strongest one counts), and a boost and a penalty cancel each other out. Double and Triple Yathsel together make Yathsel worth three times, not six.

Cheating

Next to your 5 active dice you have 2 secret pocket slots under the table. Swap a die between your hand and the pocket to change your luck mid-duel. A swap during your own turn counts for your next roll, a swap while the opponent rolls counts from your next turn.

Swapping
On Easy and Normal you may swap as often as you like. On Hard you get one swap per turn. Swapping never gets you caught.
Sneaky Shopping
While the opponent rolls you can duck under the table into the shop. On Normal you have 20 seconds, on Hard only 10. On Easy there is no timer.
Caught!
If you are still in the shop when the time runs out, you are caught. The first time in a run it is only a warning and the duel goes on. Every time after that, the run is over. On Easy nobody ever catches you.

Difficulty

EasyNormalHard
Opponent strength20 to 78 %30 to 85 %55 to 100 %
Starting gold15100
House rulessoftened (70 %)full strengthfull strength
Dice swapsunlimitedunlimited1 per turn
Secret shopno timer, never caught20 s10 s
XP×0.75×1×1.5
Bounties×0.75×1×1.5

Opponent strength rises over the course of a run, from the first to the second value.

Terms

Run
A whole playthrough: beat the opponents one after another. Lose a single duel and the run is over.
Round
One full duel against a single opponent, the higher scorecard total wins.
Turn
Your turn within a round: up to three rolls, then you must enter one field on your card.
Roll
A single throw of the dice. You get up to three per turn and may hold dice between throws.