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RULES FOR PLAYING
Object of the Game
Players roll any or all dice one,
two or three times attempting to obtain dice combinations fitting
a scoring category. Players fill 15 scoring boxes and add bonuses
for a total score. The player with the highest total score wins
the game.
Playing the Game
1. Players keep their
own score sheet.
2. Each player rolls one die. The player with the highest number
begins. Play moves to the left.
3. The first player rolls all five dice trying to gain a scoring
combination. After reading the dice, the player may stop and take
a score OR may pick up any or all dice and roll again. After the
second roll the player may stop and take a score OR pick up any
or all d ice and roll again .
4. After the third roll, the player MUST enter a score in any
one box on the score sheet. If the player is unable to gain a
scoring combination on the dice, the Yarborough box may be used
if the Yarborough box has been filled, a zero must be placed in
another box of the player's choice.
5. Play continues for all
players until 15 rounds are completed. All boxes must then contain
either a score or a zero. At this time the Basic Section (1 thru
6) is totaled and a bonus added if indicated. The Kismet Section
(7 thru 15) is totaled. Both the Basic Section total and the Kismet
Section total are added giving a Game Total Score. The player
with the highest Game Total Score wins the game.
Rules of Play
Each player is allowed
one, two or three rolls of any or all dice per turn. Players may read the dice any way they
wish provided the dice faces meet number and color scoring requirements
in either Basic or Kismet sections at completion of the turn.
Scoring boxes may be filled in any order. Only one score may be entered per turn. Once entered, a score may not be changed.
Scoring
BASIC SECTION: This section
scores points for one's thru six's. Players roll dice and score
points for each die matching the scoring category.
EXAMPLE: First roll shows 3­3­4­4­5. The player
decides to go for 4's. The player picks up dice showing 3­3­5
for a second roll. The second roll shows 4­5­5. The player
picks up two dice with 5's for a third roll. The third roll shows
4 and 6. The player thus has four 4's after three rolls. A score
of 16 is placed in the scoring box "FOUR"; that is scoring
4 points for each 4, rolled with four 4's rolled in this turn.
Play is similar for each box in the Basic Section. Players may
choose an alternative scoring (in either Basic or Kismet sections)
at any time. After three rolls one scoring box MUST be filled
with a score or a zero.
KISMET SECTION: This section
offers varying values for dice combinations. Players roll dice
and score points as follows:
2 Pair Same Color..Any two pairs of the same color or
any four of a kind. Total all five
dice for the score.
3 of a Kind .. At least 3 of a like number. Total all five
dice for the score.
Straight..A sequence of any five numbers (1­2­3­4­5
or 2­3­4­5­6). Score as 30 points.
Flush.. Five dice of the same color (Example: four 5's
and a 2, all are red). Score
as 35 points.
Full House..3 of one number and a pair. Total all
five dice and add 15 for the score.
Full House Same Color..3 of one number and a pair with
all 5 dice the same color
(Example: three 6's and two
1's. All are black.) Total all
dice and add 20 for the score.
4 of a Kind.. Four of a like number. Total all five
dice and add 25 for score.
Following is a list of possible
scoring options.
Scoring A Second Kismet
If a player rolls a second Kismet in any one game and finds the Kismet box filled, any appropriate scoring option may be used. Point value of the second Kismet is determined by the scoring option chosen.
When a player rolls a second Kismet, all other players MUST enter a zero in the vacant box nearest the top (either Basic or Kismet sections) of the score sheet AND all other players lose one turn. The player rolling the second Kismet retains dice and begins next round. The same procedure applies for any additional Kismets.
Yarborough .This is an "escape" box. Players fill it at their option. If a player rolls three times and does not have a scoring combination Yarborough may be used. Total all five dice for score.
Kismet .. Five of a like number. Total all dice
and add 50 for score. When more
than one Kismet is rolled by one
player in one game, see scoring
below.
Scoring Options
Any roll can be scored
in any open box where the numbers and colors fit the requirements
of the box.
A roll of 4­5­5­5­5 offers any one of the following
scoring options:
1. A score of 20 in 5's in Basic Section
2. A score of 24 in 2­Pair­Same­Color in Kismet Section.
3. A score of 24 in 3­of­a­Kind in Kismet Section.
4. A score of 49 in 4­of­a­Kind in Kismet Section.
5. A score of 24 in Yarborough in Kismet Section.
A player may choose any one of the options for such a roll.
Scoring A Bonus
After filling all six
boxes in the Basic Section a total is made. If 62 or less points
are scored, NO bonus is added. If 63 to 70 points are scored,
35 bonus points are added. If 71 to 77 points are scored, 55 bonus
points are added. If 78 or more points are scored, add 75 bonus
points. The Basic Section and Bonus are totaled and carried to
box at bottom of the score sheet.
Determining A Winner
After all 15 boxes are
filled with scores or zeros the Basic Section is totaled and the
appropriate bonus added. This score is placed in scoring box at
bottom of score sheet. The Kismet Section is totaled. Total scores
from both Basic and Kismet Sections are added (including any bonus)
for a Total Game Score. The player with the highest Total Game
Score wins the game.
Replacement Parts
Extra score pads are available where
you purchase KISMET.
Replacement parts can be ordered directly from Lakeside Games:
Consumer Service Department
Lakeside Games
4400 West 78th Street
Minneapolis, Minn. 55435
DICE MADE IN HONG KONG ~1964 SPARE­TIME PRODUCTS, INC.
Lakeside is a division of Leisure Dynamics, Inc.
Games Minneapolis, Minnesota 55435 1000­0065
Now Distributed by: Endless Games, Inc., Hoboken New Jersey. telephone
201-386-9465
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