1994 Puesto n.º 8775 en BGG

Yahtzee Deluxe Poker

2–6 jugadores 20 min A partir de 12 años 1.3/5 de complejidad 5.6/10 de valoración

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Last Chance is contract Yahtzee with side betting. Each player starts with a stake of chips. One of seven cards is overturned which shows a combination a player must roll on five dice. The tougher the combo, the more the cards are worth if won. Players bid on the chance to roll for the card. Those who don't win the bid can bet for or against the roller. If the roller makes the combo, he gets his bid back plus the card's stated value plus any bets made against him. If he fails, he loses his bid money. Any dice he applied to the combo stay on the card and players bid again on the partially completed card. If a player is low on cash, he can call "last chance" during bidding to win the bid automatically. Failure to make the combo will cost that bidder the game, however. Whoever has the most chips and at least one card by the end of the short card stack wins the game.

Qué sensaciones ofrece

Dice Rolling Betting and Bluffing Push Your Luck Auction / Bidding Dice

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Preparación

1. Choose a banker (the most trusted player) to manage all financial transactions. 2. Each player receives 800,000 in starting cash: 5 × 10,000 + 5 × 50,000 + 5 × 100,000. Remaining money stays in the bank. 3. Each player receives 1 betting token. 4. Shuffle all cards thoroughly. Place exactly 7 cards face-down as a deck in the center of the table. Return all remaining cards to the box — they are not used this game. 5. Place the 5 dice next to the card deck. 6. Choose a starting player randomly. 7. The starting player flips the top card face-up and rolls all 5 dice to establish the first starting position for the opening auction.

Flujo del turno

Each round consists of the following phases: 1. CARD REVEAL & STARTING POSITION: The designated player (starting player on turn 1; clockwise from the last cracker on subsequent turns) flips the top card and rolls all 5 dice to set the starting position. 2. LUCKY FLASH CHECK: If the dice already match the card's required combination after the starting roll, that player immediately wins the card and its prize from the bank. The next player clockwise flips a new card and rolls. 3. AUCTION: All players simultaneously and loudly bid for the right to crack the card. Bids must be in increments of 10,000. Any player may raise at any time. The player who bids the most wins and becomes the "cracker," placing their bid as the stake next to the card. 4. BIG CHANCE: All players except the cracker may optionally place side bets (10,000–100,000) on whether the cracker will succeed. Each bet is placed with a betting token: gold clover side up = "will succeed," black side up = "will fail." 5. CRACKING THE CARD: The cracker attempts to achieve the card's dice combination within the allowed number of attempts (printed on the card). On each attempt, the cracker may choose any subset of dice to re-roll, keeping the rest. 6. RESOLUTION: If the cracker succeeds, they reclaim their stake, collect the prize from the bank, and keep the card. If they fail, they lose their stake to the bank and the same card is auctioned again using the final dice result as the new starting position. 7. BIG CHANCE SETTLEMENT: Correct bettors keep their bet and receive the same amount from the bank. Incorrect bettors lose their bet to the bank. The game ends when all 7 cards have been cracked.

Puntuación y victoria

At game end, players count their cash. Only players who hold at least one successfully cracked card are eligible to win. Among eligible players, the one with the most money wins. Fuentes de puntuación: Winning the auction and successfully cracking the card: reclaim your stake (net zero loss on bid), Prize money printed on each cracked card, collected from the bank upon success, Big Chance bets: correct bettors keep their wager and receive an equal amount from the bank, Lucky Flash: the starting position roller wins the card and its prize instantly with no auction

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Endgame

To win, a player must have the most money AND hold at least one card at game end.

When all 7 cards have been cracked and the game ends, only players who have successfully cracked at least one card during the game are eligible to win. Among those eligible players, the one with the most money wins. A player with more money but zero cards cannot win.

Setup

Each player starts with 800,000 cash: 5 × 10,000, 5 × 50,000, and 5 × 100,000.

At the start of the game, each player receives exactly 800,000 in cash from the bank, broken down as 5 bills of 10,000, 5 bills of 50,000, and 5 bills of 100,000. All remaining money not distributed to players stays with the banker in the bank.

Setup

Shuffle all cards; place exactly 7 face-down as the deck; return the rest to the box unused.

All cards are shuffled. Exactly 7 cards are placed face-down in a deck in the center of the table. All remaining cards are removed from play and put back in the box. Only these 7 cards will be played during the game.

Setup

Each player receives 1 betting token at the start of the game.

Each player receives one betting token. The token is double-sided: the gold lucky clover leaf side facing up means the player bets the cracker will succeed; the black side facing up means the player bets the cracker will fail.

Turn structure

Before each auction, the designated player flips the top card and rolls all 5 dice to create the starting position.

At the start of each new auction round, the designated player (starting player in round 1; the player clockwise from the last cracker in subsequent rounds) flips the top card face-up and rolls all 5 dice. The face-up card and the 5 dice showing their results together form the 'starting position' — the initial state from which the cracker will attempt to crack the card.

Special

If the starting position roll already matches the card's required combination, that player instantly wins the card and prize — no auction occurs.

When the designated player flips the top card and rolls the starting position dice, if the resulting dice already satisfy the card's required combination, a 'Lucky Flash' occurs. That player immediately receives the card and collects the prize printed on the card from the bank. No auction takes place for this card. The next player clockwise from the Lucky Flash winner then flips the next card and rolls the new starting position.

Turn structure

All players bid simultaneously and loudly; bids must be in multiples of 10,000; any player may raise at any time; highest bidder becomes the cracker.

When a card is auctioned, all players (including the player who rolled the starting position) may bid simultaneously and out loud. Three rules govern the auction: (1) All bids must be amounts divisible by 10,000 — no other increments are allowed. (2) Any player may raise at any time during the auction. (3) Players must bid fairly and give others adequate time to respond — rushing bids deliberately to prevent others from responding is not permitted. The player who bids the highest amount wins the auction and becomes the 'cracker.' They place their winning bid as the stake next to the card.

Restriction

Any player who bids more than they can pay is immediately eliminated from the game.

If a player bids an amount during an auction that exceeds the total cash they currently hold, they are immediately eliminated from the game. Players must only bid amounts they can actually pay.

Informe estratégico

Bidding vs. Bankroll Management

Overbidding results in immediate elimination (auction_overbid_elimination), so never bid more than you hold. Since holding at least one card is required to win (win_condition), early-game players with zero cards should bid aggressively on favorable starting positions even at a financial loss, because prize money (cracking_success) can recoup the stake.

Evaluating Starting Positions

The starting position (starting_position_roll) and failed_cracker_reruns mean the dice state carries over after failures. A starting position that already has several matching dice dramatically reduces cracking risk, justifying a higher bid. Conversely, a poor starting position that another player failed with should depress bidding further — even though it also means they lost their stake, making the card 'free money' if you can crack it.

Big Chance as Supplemental Income

Big Chance bets (big_chance_betting, big_chance_resolution) let non-crackers earn money risk-adjusted. If the starting position is very close to the target, betting success is low-risk. If the cracker has many dice to match with few attempts, betting failure is a reliable profit opportunity. Since bets pay 1:1 from the bank, the expected value is positive whenever your read on the cracker's odds exceeds 50%.

When to Use Last Chance

Last Chance (last_chance_rule) is a double-edged sword: it guarantees the cracking attempt but requires staking everything, and failure means elimination. It is best used when: (a) you have very little money and no path to winning through normal auctions, (b) the starting position is extremely favorable for the card, or (c) the game is almost over and you have no card yet. Using it too early forfeits the strategic option for the rest of the game.

Joker Cards Are High Value Targets

Cards with cocktail or long drink jokers (joker_cocktail, joker_long_drink) are typically easier to crack because the jokers adapt to whatever you roll. This makes them worth bidding more for. However, multi-joker cards with both cocktail and long drink require the two types to represent different numbers, slightly reducing their flexibility.

Prize Money vs. Stake ROI

A successful crack (cracking_success) returns the stake AND the prize. The net gain is only the prize money. Overbidding for a low-prize card wastes resources. Aim for cards with prizes significantly higher than the likely auction clearing price to ensure a positive expected return.

Preguntas frecuentes y casos límite

A player calls Last Chance, stakes all their money, but fails to crack the card. What happens to the dice and the next auction?

The eliminated player loses all their money to the bank and is out of the game. The dice remain showing the result of the failed cracker's last roll, forming the starting position for the re-auction of the same card. The player to the left of the eliminated player initiates the next auction.

The starting position roll immediately satisfies the card — does Big Chance betting occur?

No. A Lucky Flash instantly awards the card and prize to the setup roller. No auction is held and no Big Chance betting phase occurs, since there is no cracker and no cracking attempt.

The cracker fails. Can they bid again in the re-auction of the same card?

Yes. After a failed crack, the same card goes back to auction with the final dice as the starting position, and ALL players — including the player who just failed — are eligible to bid.

Can a joker (cocktail or long drink) represent a number that is already shown by a fixed die face on the card?

Yes. In this edition, jokers may represent numbers that are already present elsewhere on the card. There is no restriction preventing a joker from matching a fixed die value.

A card has both a cocktail and a long drink. Can they represent the same number?

No. Cocktails and long drinks on the same card must be assigned different numbers. The cracker chooses a number for the cocktail(s) and a different number for the long drink(s).

Can a player call Last Chance if they cannot cover the current highest bid?

Yes — calling Last Chance does not require meeting the current bid. The Last Chance caller automatically becomes the cracker regardless of what has been bid, and stakes all their money (whatever amount they currently hold). This is specifically designed to help players in desperate financial situations.

When exactly are Big Chance bets settled — immediately when the card is cracked/failed, or after the re-auction?

Big Chance bets are settled immediately after the cracking outcome is determined (success or failure), before any re-auction begins. There is no carry-over of bets to a subsequent auction of the same card.

A player has the most money at game end but never cracked a card. Do they win?

No. Holding at least one card is a hard prerequisite for winning. A player with zero cards cannot win regardless of their cash total. The win goes to the eligible player (1+ cards) with the most money.

The starting position dice already partially match the card. Do the starting dice count as one of the cracker's attempts?

No. The starting position is established by the setup player before the auction and cracking begin. The number of attempts printed on the card refers to rolls the cracker makes after taking possession of the card. The cracker inherits the starting position for free and then has their full printed number of attempts.

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