Rules of Yamb

What is Yamb

Yamb (Jamb) is a dice game for one or more players. The goal is to fill in the sheet by writing the results of your dice rolls into fields, so that your final total is as high as possible. The player with the highest final score wins.

A game consists of turns: in each turn a player rolls the dice (at most three times), then writes the result into one free field of their sheet. The game ends when every player has filled all of their columns.

Dice and rolls

Sheet and columns

The sheet has 13 rows and as many columns as were chosen when the game was created (column combination). Each column has its own rule about the order of entries:

Column Entry rule
Top to bottom (↓) Fields are filled in order from the top (aces) down to the bottom (yamb).
Free Any free field, in any order.
Bottom to top (↑) In order from the bottom (yamb) up to the top (aces).
From both top and bottom (↕) From both ends at once: downwards towards the maximum and upwards towards the minimum.
From the middle From the middle outwards: up from the maximum and down from the minimum.
Announced You may only write into the row you announced right after the first roll (see Announcement and forced).
Forced Opened by someone else's announcement: when the previous player writes an announcement, you must write that same row in your Forced column.
First throw An entry is allowed only from a roll in which all dice were thrown at once (none was locked).
Maximum An entry is allowed only if the result is the highest possible for that row (e.g. all five sixes for the sixes).

Rows and scoring

Upper section - numbers (1 to 6): you write the sum of the dice showing that number (e.g. three fives = 15). If the sum of all six rows in a column reaches 60 or more, you get a +30 bonus.

Middle section - Maximum and Minimum: you write the sum of five dice (the highest possible for the maximum, the lowest for the minimum). Middle section points = (Maximum - Minimum) × aces from the same column. That is why aces are far more important than they look!

Lower section - combinations:

Row Condition Points
Straight 5 consecutive numbers (1-5 or 2-6) 66 from the 1st roll, 56 from the 2nd, 46 from the 3rd
Three of a kind 3 identical dice sum of those three + 20
Full house 3 identical + 2 identical sum of those five + 30
Poker 4 identical dice sum of those four + 40
Yamb 5 identical dice sum of those five + 50

If the condition is not met, a 0 is written (the field is "burned").

Final column score = upper section (+ bonus) + middle section + lower section. Final game score = the sum of all columns (the "Sums" column only shows totals and is not played).

Announcement and forced

Announcement: if you want to write into the Announced column, you must announce the target row right after the first roll. The announcement is confirmed by the server and only then shown on your screen - until the confirmation arrives, the roll button waits. After announcing you still have two rolls, but the entry must go into the announced row (whether you succeed or not).

Forced: this column is tied to someone else's announcement. When the previous player in the turn order writes a move into their Announced column, that same row opens in your Forced column - your next entry there must go exactly to that row, no other field is offered. In a two-player game the previous player is your opponent; in a solo game it is you, so your own announcement forces you. Pairs are the exception (see 2 vs 2).

The Forced column cannot be chosen without the Announced column - without announcements its fields would never open and the game could not be finished.

If the game is interrupted (server restart, connection loss) while a turn is in progress, the started turn is discarded as a whole - both the announcement and the dice. The server makes a new first roll and the turn starts over.

Column combinations

When creating a game you choose a column combination - from simple to full:

Combination Columns Number of columns
Combination 1 ↓, Free, ↑ 3
Combination 2 + From both top and bottom 4
Combination 3 + From the middle 5
Combination 4 + Announced 6
Combination 5 ↓, Free, ↑, Announced, Forced, First throw 6
Combination 6 all except Maximum 8
Combination 7 all 9 columns 9

There is also a custom combination - you pick the columns yourself (only in unranked games).

More columns = a longer game = a bigger reward (see Tokens and rewards in the guide).

Time per turn

The game owner chooses the time for one turn (10-120 seconds) or "no limit". A ranked game must have a time per turn.

End of the game and the winner

Game types

Standard turn

Classic Yamb: players take turns one after another. You see the dice of the player on turn, live. This is the only type that allows the Forced column together with several players, and the only type in which 2 vs 2 is played.

Simultaneous play

All players play the same turn number at the same time (in lockstep): the next round starts when everyone has played the current one. Everyone sees only their own dice; next to the player names you see the progress (played/total) and who is being waited for.

Everyone on their own

All players play at their own pace, independently of each other - nobody waits for anybody. Everyone sees only their own dice. The winner is decided when all have finished.

Slow game

A game played over days: there is no time per turn, but a deadline for the whole game (in hours, set when creating it). You play when you can; being offline is normal and the return deadline does not apply.

When the deadline expires: whoever has not filled the sheet loses, and among those who did, the best result wins. If nobody finished, the game is voided.

A slow game cannot be ranked and does not enter any leaderboard (not even the Main table). It is played individually only. Alongside one ordinary game you may have one slow game, or up to three with premium.

2 vs 2 (pairs)

Team play: two teams of two players. It is always played with the standard turn, and the order is a strict rotation: first player of team 1 → second player of team 1 → first player of team 2 → second player of team 2.

A team has one shared sheet. The roles do not change during the game: the first player always proposes, the second always completes the turn.

One team turn goes like this:

  1. The first player gets the first roll from the server, may roll twice more and may announce. When they click a field, that value becomes a proposal: it sits in the field in a different colour, but the column is still logically empty.
  2. The second player only then comes on turn (gets their own first roll and their own deadline). They may roll twice more, or not at all. They choose one of two:
    • a click on the marked field = the better of the two values is written (in the Minimum row the smaller sum is better),
    • a click on another field = the entry is made from their dice, and the proposal is deleted as if it never existed.
  3. The final entry goes into the team sheet and the turn passes to the opposing team.

The point of playing in pairs: the first player usually plays it safe. If their roll is good, the second one can take any risk they like - a worse roll cannot hurt, because the better of the two values is written. If the first one rolls badly, the second one repairs it.

An announcement in pairs binds nobody. Both members may announce, and the announcement merely opens a row in the Announced column for that team turn. An unused announcement is cancelled without consequences - that is why the Announced column is noticeably easier in pairs than in one on one.

Only the announcement the team finally writes opens the Forced column, and it binds the opposing team (not the partner). While a team is forced, both members may write only into the forced row.

Time: each player has their own deadline, so one team turn can last up to two full deadlines, and a full round up to four. When the second player's deadline expires, their dice are locked and they get another 10 seconds just to pick a field; if they do not, the proposal is written as it is.

The end: if any member resigns or leaves, the match is over - the opposing team wins immediately and gets the offer to play its sheet to the end. Both members of the winning team get the full reward, with the same played-enough thresholds as in an individual game. A 2 vs 2 result has its own leaderboard and does not enter the Main table.

Solo play

A game for one player - practice and beating your own records. It carries no reward and does not count in the win/loss statistics. A solo game is always free (unranked), and the Forced column in it works through your own announcement.

Yamb and similar games around the world

The family of dice games

Yamb belongs to the big worldwide family of "roll the dice three times and write the result into a table" games. The same idea lives under many names: Yahtzee (America and most of the world), Kniffel (Germany), Yatzy (Scandinavia), Yam's (France), Generala (Latin America), Cacho (Bolivia, Peru), Balut and others. If you know any of them, you will understand Yamb in a couple of minutes - and Yamb is the richest variant: several columns with different ordering rules, the Maximum/Minimum rows, announcements and the forced column.

Game Dice Columns Max/Min Announcement Straight depends on the roll
Yamb 5-6 up to 9 yes yes yes (66/56/46)
Yahtzee / Kniffel 5 1 no no no
Yatzy 5 (Maxi: 6) 1 no no no
Yam's 5 several often often no
Generala 5 1 no no bonus for "served"
Cacho 5 1 no no bonus for "served"

Yahtzee

The best known game of the family (USA, worldwide).

Kniffel

The German name for practically the same game as Yahtzee - the same sheet, the same scoring.

Yatzy

The Scandinavian variant (Sweden, Norway, Denmark, Finland), extremely popular.

Yam's

The French variant - Yamb's closest relative.

Generala

The standard in Latin America (Argentina, Uruguay, Chile...), often played with a cup.

Cacho

The Andean variant (Bolivia, Peru), close to Generala.

Balut

A variant popular in Denmark and among expatriates in South-East Asia (created as a substitute for poker).

Yacht and history

All these games descend from the old English game Yacht (and from even older sailors' dice games). Yahtzee was commercialised in the USA in 1956, and the variants spread across the world - every culture added something of its own. Yamb went the deepest: several columns with ordering rules, the Max/Min calculation, the announcement, the forced and the first-throw column make it the most strategic variant of the family. That is why Yamb Arena is a good place for players of Yahtzee, Kniffel, Yatzy, Yam's or Generala - the basics are familiar, and there is plenty of depth to explore.

Using the application

Registration and sign-in

To play you need an account: a nickname (up to 16 characters), a password and an email address.

You can be signed in from one device only. A new sign-in to the same account signs the previous one out, and it is told why.

Creating a game

The new game button opens the settings:

Settings that exclude each other simply cannot be selected - the controls are locked. Here is what implies what:

Choice What it implies
Ranked must have a time per turn; exactly 2 players (or 2 vs 2)
Custom column selection free ranking only (such a game does not enter the leaderboards)
Forced column only alternating turn types (not "everyone on their own", not "simultaneous") and only together with the Announced column
Slow game no time per turn, but a deadline in hours; individual only; never ranked
2 vs 2 exactly 4 players and always the standard turn
Solo one player, always free, no reward and no statistics
Without premium at most 3 columns and only the first three column types

Every player who joins sees the settings; only the owner can change them until the game starts. The owner can also change the player order (the arrow next to a name) and delete the game before it starts.

Joining a game

The game list shows games waiting for players first (in bold), then games in progress; inside each block the newest are on top. A click on a game takes you straight to its screen, and the buttons there tell you what you can do.

Next to the option to join a one-on-one game you also see the head-to-head score against that opponent.

You may have one active ordinary game and, next to it, one slow game (up to three slow games with premium).

The course of a game

Absence and disconnection

If you lose the connection or pause in the middle of a game, the others see a return countdown (3 minutes). Your turn deadline is frozen in the meantime and continues from there when you return (you always get at least 5 seconds).

If you do not return in time, it counts as leaving: the game ends in a loss for you (with 2 players the opponent wins immediately; with more players the others continue). If nobody is present, the game is voided. Slow game games have no return deadline - being offline is normal there.

Penalties for leaving:

Resigning and continuing

You can resign at any moment - the opponent wins. Resigning is not penalised in the abandoned-games statistics.

If your opponent's resignation leaves you as the only player while your sheet is not full, you get an offer to play the sheet to the end:

The reward is calculated by the same rules either way. In a 2 vs 2 game the offer is accepted by the first player of the team (the owner of the team sheet), and the partner is notified.

Watching a game

You can watch someone else's game in progress live: clicking it in the list takes you in as a spectator. You see all the sheets and the dice rolls, without any influence on the game. Watching takes neither your seat nor your game slot.

In games where everyone plays at the same time you choose whom you watch (click on a sheet, or on a player in the bar) and the dice stay theirs until you change your choice.

Game replay

A finished game can be watched as a replay: it is played back turn by turn, with the dice rolls, as if it were live. You start a replay from the leaderboards (the ▶ button or a double click on a row) and from the head-to-head list.

The "Replay speed" slider goes from 15 seconds per turn (left) to the whole game in 15 seconds (right), so short and long games take the same time. A replay can be paused.

Older turns, recorded before roll logging was introduced, show only the entries.

Players, favourites and invitations

The player list has two parts: All players and Favourites. A favourite is a one-way follow - it needs no confirmation from the other side.

The dot next to a name shows the state: grey = not signed in, green = free, orange = in a game. The country flag and the home club tag are shown next to the name too.

A click (a tap on a phone and in the browser, a right click on the desktop) opens the actions for that player:

The leaderboards also have a "my favourites" filter, so you can follow just your own circle.

Chat and messages

A message sent while you were signed out waits for your next sign-in. Next to the input field there is an emoji button, and a long press (right click) on someone else's message lets you report it.

Head-to-head duels

For every opponent you have played one on one there is a head-to-head score: how many wins you have, how many they have, and a list of all matches played. Every match in that list can be watched as a replay.

The score is calculated from all finished two-player games, ranked and free. The first number is always yours. You see it in the player menu, when joining a one-on-one game and at the table.

Leaderboards

Leaderboards show the best players - only ranked games count, and only completely filled sheets.

Main table (Score)

The first entry in the combination list is called the Main table. It is not one combination but a composite result: for each of the seven predefined column combinations your best result is taken, and all of them are added up.

Example: a player has best results of 380 (Combination 1), 520 (Combination 2) and 610 (Combination 3), and has not played the other combinations yet. Their Score is 380 + 520 + 610 = 1510. Every newly played combination can only raise the Score.

Rules:

The same number is called the Main table in the leaderboards and Score in a club (the column next to a member's name). A club's score is the sum of the Scores of all its members.

Weekly tasks

Every week you get 5 tasks, one from each group: engagement, social, skill, breadth and club. The tasks are the same for all players that week.

Club reward: if a club has at least 10 members and its members together solve 50% (and later 80%) of all their tasks, a reward that grows with the number of members goes into the club treasury. Each threshold is paid once per week. The club's progress and how much each member has solved is shown on the club page.

Clubs

A club is a community of players with its own name, tag, avatar, treasury and chat. Founding one is free. An ordinary player can be in one club, and with premium in three.

Your home club is the first one in your list - its tag is shown next to your nickname everywhere in the app. You change the club order with the arrow.

Joining a club

All clubs are public and appear in the search. They differ only in how you get in:

An invitation always gets through: it reaches you even when you are signed out and waits in the Clubs tab. When a club is full, requests are deleted and invitations cannot be sent.

Roles in a club

Three roles: member, deputy and admin.

Level and capacity

A new club holds 30 members. Each purchased level adds 5 places, up to 100. A level is paid from the treasury (not from your personal wallet) and is raised manually, one at a time.

Treasury and donations

The treasury is filled by member donations (at least 10 tokens) and by club rewards for tasks.

Name, tag and appearance

A club name is unique; changing it is paid from the treasury and every next change costs more. The tag is 2-4 characters and is shown next to nicknames everywhere; the admin picks its colours freely and changes them for free. The club description can be up to 300 characters. The club avatar can be a ready-made one (free) or your own image (paid from the treasury).

Club chat

Every club has its own chat tab, which cannot be closed. An ordinary message is a live conversation and is not kept for later. An admin and a deputy can send an announcement to everyone - it waits for a member even when they are signed out.

Club leaderboard

A club's score is the sum of the Scores (Main table) of all its members. A member counts towards the monthly table only if they were in the club before the month started, and leaving removes their points immediately. The club table carries no token prizes.

Dormant membership

If your premium expires while you are in several clubs, the surplus memberships become dormant: the club is still shown, greyed out, its points do not count, but the chat and announcements still arrive. The first club in your list stays active, as does any club where you are the admin. Renewing premium restores everything immediately.

Tokens and rewards

Tokens are the currency of the app.

How they are earned:

What they are spent on: a premium account, gifts of tokens and premium to other players, club donations, club levels, nickname changes, a custom avatar, dice/sheet/effect skins and frames.

Premium account

A free account plays games with up to 3 columns, and only the first three column types. Premium brings:

Premium is bought with tokens for 1, 7, 15, 30, 90 or 360 days and can be extended - below the package list you can see how long premium would last if you activated the selected package. You can also gift premium to another player.

When premium expires nothing is taken away by force: running games are untouched, and the surplus clubs become dormant.

Invite a friend

Every player has an invitation code and a link to share. Whoever registers with your code becomes your invitee and is added to your favourites right away.

Appearance - avatar, frames and skins

Everything cosmetic sits in one place, in the Appearance section, and is bought where it is used:

A sheet is drawn with the skin of its owner, and the dice with the skin of the player on turn - others see your choice too. Column effects are short celebrations of successful entries (Yamb, Poker...).

Statistics

From the player menu you open the statistics: who the player is, four headline numbers (games played, win rate, place in the main table, number of medals), the wins and losses bar, personal records, short notes on how they play, performance measures (bonus, Yamb, poker, crossed-out fields), medals, clubs and the table of every game type they play.

Results are compared only within the same game type - same column combination, same number of dice and same format (1 on 1 or 2 on 2). That is why each record sits next to its own type instead of being one number for everything. The statistics are the same for everyone: premium reveals nothing extra.

You can also add a short description to your profile, and mark one of your own games as "the game I am proud of" from its replay.

Badges

Badges are medals for achievements. Most of them grow through 10 levels (bronze → silver → ... → obsidian), and for every newly reached level you get a one-off reward in tokens (the reward grows with each level). Shown here is the first level (bronze) of every badge: what it looks like, what you need to do to earn it and how many tokens it pays.

Image (level 1) Badge What to do for the first level Reward
Weekly challenge Weekly challenge Solve all 5 weekly tasks in one week 10 tokens
Champion Champion Achieve 1 fair win (against a real player, not solo/bot) 10 tokens
Veteran Veteran Play at least one turn on 3 different days 10 tokens
Collector Collector Unlock 1 cosmetic item (dice, sheet or effect) 10 tokens
Sociable Sociable Play against 3 different real players 10 tokens
Benefactor Benefactor Give away 100 tokens in total (club donation or a premium gift) 10 tokens
Master Master Write 1 Yamb (five of a kind; a 5-dice game) 10 tokens
Poker Poker Write a maximum poker (four sixes) 10 tokens
Aces Aces Write maximum aces (five ones) 10 tokens
Premium tenure Premium tenure Collect 3 days of premium (bought or gifted) 10 tokens
Recruiter Recruiter Bring in 1 active player (invite a friend) 10 tokens
Monthly ranking 1st place Monthly ranking - 1st place Finish a month 1st on any leaderboard (any combination) 30 tokens
Monthly ranking 2nd place Monthly ranking - 2nd place Finish a month 2nd on any leaderboard 20 tokens
Monthly ranking 3rd place Monthly ranking - 3rd place Finish a month 3rd on any leaderboard 10 tokens
Monthly pairs Monthly pairs Be in the winning pair (1st place) of the monthly 2 vs 2 table 30 tokens
Pioneer Pioneer Be among the first 100 verified players (a one-off badge, no levels and no token reward) -

Badges are shown on your profile (statistics). The level reward is paid at sign-in when you reach a new level.

Settings

The settings are split into pages: account (language, country flag, nickname, password, email, notifications, account deletion) and appearance (avatar, frame, skins, effects).

Changing your nickname

The nickname can be changed, but it is paid in tokens and every next change costs more: 100, 200, 400, 1000, and then 1000 more each time. 7 days must pass between two changes. A new nickname goes through the same checks as at registration (up to 16 characters, availability, decency).

Email and password

Notifications

In-app notifications (rewards, referrals, club, system) and email groups (return reminders, tournament announcements, promotional offers) are configured separately. A disabled group is not sent; anything concerning your account and its security always arrives.

Public page

Your statistics also have a public page that you can share outside the game. It shows the same as the statistics in the app - never your email, tokens or personal data. The checkbox in the settings turns it off; after that it no longer exists for visitors.

Deleting your account

Account deletion is requested from the settings. The account is locked immediately and deleted after 30 days - during that time you get email reminders, and any sign-in cancels the deletion. After the deadline the personal data is deleted permanently, the nickname is replaced by a placeholder, and the games you played stay in your opponents' statistics.

Apps and updates

Yamb Arena works in three ways, with the same account and the same data:

You can be signed in to only one of them at a time.

Fair play and security

For the leaderboards and rewards to mean something, the app watches for abuse:

Reports and moderation

A player, a club and an individual message can be reported - with the "Report" item in the menu over them. The reported content is submitted with the report, so it can be reviewed later.

When three different players report the same content, it is hidden automatically until a manual review. The number of reports per player is limited to 10 per day, so that the reporting mechanism itself cannot be abused.

Contact and support

From the app you can send a message to the author (a question, a suggestion, a bug report) - it arrives by email. At most 3 messages can be sent per day. The same page has the contact details, a link to the website and the app version.