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Sunday, March 11, 2012

Yin Yang

Yin Yang dice game

See http://www.youtube.com/watch?v=uoStll-mdBQ for a brief introduction to gameplay video of this game.

Background

The Yin Yang dice game was inspired primarily by the Blisters(TM) dice game in combination with some aspects of Mississippi Marbles, Yahtzee, and Farkle, or  the 10,000 dice games.

The name Yin Yang seemed suitable within the context of yin as the invisible and yang as visible. This becomes more apparent when reviewing the rules for scoring dark (yin) and light (yang) dice. In order for a thing (or point) to be of value to us in this game it must contain some value of consciousness.

Equipment

The game is played with six dice. 3 dice are dark (yin) and 3 dice are light (yang). The dark dice represent the lower scoring dice, and the light represent the higher scoring dice. A pen and paper are also needed for keeping score.

Game Play

Points are scored by matching numbers (or face values) on dice. The point value is determined by the numbers rolled as well as the shade of dice within the combination(s) secured.

A player wins when he/she has reached 500 points ( or some predetermined point value agreed upon prior to the start of the game).

The Combination

Players need to form a combination with 2 or more matching dice or their tun is over and they receive no points for the turn. When matching dice, only the numbers on the faces must match. Combinations may include dark dice only, light dice only, and/or any combination of both dark and light dice.
  • Multiple combinations may be created in a single roll.
  • Additional combinations may be created in subsequent rolls.
  • Existing combinations may be added to in subsequent rolls with one or more matching face values.
  • Once any die has been included in a combination it is bound to that combination and may not removed from that combination until all 6 dice are included in a valid combination.

The Turn

Multiple face value combinations may be set aside per roll, but only 1 combination is required to secure/continue the turn.  Remaining dice that have not been set aside as scoring dice may be rolled again in an attempt to grow an existing combination, or create new combinations.
  • A turn may be secured by adding a single die to an existing combination.
  • When re-rolling left over dice, all dice must be rolled that are not included in a combination.
  • If all 6 dice are set aside in valid combinations the player may calculate the points for that set of 6 dice and continue the turn rolling with all 6 dice toward an additional point set to be added to the previous point set earned.
  • When a player holds, all face values showing must be aligned with their appropriate combination regardless  of the shade of the dice before the score is tallied.  See Scoring section. 

Losing the Turn

If some valid combination is not rolled, or added upon, the player then forfeits both his turn along with any points accumulated within that turn.

Scoring

The shade of the dice (dark & light) combinations determine the actual point value for the set.

Dark vs. Light Dice (Yin v Yang) 

  • Combinations containing only dark dice = 0
  • Combinations containing both dark and light dice = add the face value of all dice in the combination
  • Combinations containing only 2 light dice = add 10x the value of the one die
  • Combinations containing only 3 light dice = add 10x the value of the one die x 2
Example:
Two 3's scores 3 x 10 = 30
Three 3's scores 3 x 10 = 30 then 30 x 2 = 60

Dark Aces are Wild

  • Only the dark aces (not the light ones) are wild and may be paired with any valid combination.
  • If two, or three dark aces are set aside in combination with no other values, or light dice they represent 1's, although they may assume a different value if combined with a different number of either dark or light dice on a subsequent roll.
  • A single dark ace (wild) may not be set aside alone as a valid combination. I must be combined with at least 1 or more other dice to qualify.
  • The dark ace only changes the face value, it does not change it's shade. It always counts as a dark die.
Example: 
Two dark aces are rolled and set aside in a separate combination.  Next roll contains 2, 5, 5, 6.  The two 5's may be set apart as a separate combination, and the 6 may be added to the 2 dark aces creating three 6's.
You cannot voluntarily exclude any die that pertains to a combination when a score is tallied. When a player holds, all dice associated with a combination (dice showing the same face value) must be included in that combination. For instance, if a player has held two light dice bearing a face value of 6 in a combination and a dark die with the same face value of 6 is still on the table, it must be included in the combination.

Combinations containing only dark dice do not score, but they do salvage the turn and allow the player to hold or keep rolling. These combinations can also be added upon in subsequent rolls within the 6 dice set but they count as 0 points at the end of either the 6 dice set of rolls, or when the turn is held.

Ending the Game

A player wins when he/she has reached 500 points ( or some predetermined point value agreed upon prior to the start of the game).

Example of Game Play

Coming soon..

Strategies
Look to for light dice combinations first, then mixed, and lastly dark dice combinations.  Keep in mind also, that setting aside dark dice combinations may become valid point dice if a light dice appears on a subsequent  roll.

You may roll 2 light dice with a matching dark die, or dice. You may set aside only the light dice combination, and attempt to re-roll the others in hopes of rolling an additional combination of a different value.

Once a combination of 2 light dice only are created take care when rolling the remaining dice as the number of dark dice being rolled increases the odds of polluting the "pure light" dice combination.

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