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
- The game is played with 5 or 6 dice (chosen when the game is created; ranked games are always played with 5).
- In each turn you get at most 3 rolls.
- The first roll is always made by the server, automatically, as soon as it is your turn. The dice wait for you on the table even if you are not at the table at that moment - which is why you can never be on turn without any dice.
- You only ask for the second and third roll yourself, with the roll button. The button shows how many rolls you have left.
- Before each new roll you lock the dice you want to keep - only unlocked dice are rolled.
- After the third roll (or earlier, if you are happy with the dice) you write the result into one field.
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.
- A countdown runs next to the name of the player on turn; the last 5 seconds blink red.
- A field you have already chosen beats an expired deadline. The entry is sent to the server only after the undo period passes, so the server waits patiently instead of writing a move for you.
- If the deadline expires and you have chosen nothing, the server writes a move from the dice you have - it picks the best field, does not roll new dice and does not write a zero if something better is possible. An announcement or a forced row still takes priority, because they are binding.
- If you lose the connection or pause, the deadline is frozen and continues from there when you come back (you always get at least 5 seconds, once per turn).
- Games without a limit and slow games have no per-turn deadline at all.
End of the game and the winner
- The game ends when all players have filled all of their columns. The winner is the player with the highest final score.
- If a player resigns or leaves, the game is lost for them. With 3-4 players the others continue; the game lasts until one player is left or it is played to the end.
- When you are left as the only player and your sheet is not full, you get an offer to play the sheet to the end and record a result (see Resigning and continuing in the guide).
- If the winner has not played even a minimal part of the game (less than 50% of the turns), the game is voided - it counts for nobody and there is no reward.
- A result enters the leaderboards only if the sheet is completely filled.
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:
- 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.
- 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.
- 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).
- The same: 5 dice, 3 rolls, upper section 1-6 with a bonus, full house, four of a kind, five of a kind as the top combination.
- Different: only one column (13 fields, in any order - like our Free column); no Maximum/Minimum, no announcement, no forced column; the upper section bonus is 35 (at 63+), a Yahtzee is a fixed 50; there are small and large straights with fixed points (30/40); a full house is a fixed 25. Yamb is, in short, "Yahtzee with several sheets at once".
Kniffel
The German name for practically the same game as Yahtzee - the same sheet, the same scoring.
- Same/different as Yahtzee (see above). If you play Kniffel, what will be new in Yamb are the extra column rules, Max/Min and the announcement - exactly what makes Yamb a deeper game.
Yatzy
The Scandinavian variant (Sweden, Norway, Denmark, Finland), extremely popular.
- The same: 5 dice, 3 rolls, upper section with a bonus (50 at 63+), three of a kind ("tretal"), four of a kind, yatzy.
- Different: one column; it has the extra rows one pair and two pairs; straights and the full house are scored by the sum of the dice (as in Yamb!), not with fixed points as in Yahtzee; Maxi Yatzy is played with 6 dice - like our 6-dice option in unranked games.
Yam's
The French variant - Yamb's closest relative.
- The same: it is often played in several columns (descending, ascending, free) and with an announcement ("annoncé") - concepts Yamb shares; 5 dice, 3 rolls.
- Different: the exact rows and points vary from house to house; there is usually no forced column and no straight whose value depends on which roll it came from.
Generala
The standard in Latin America (Argentina, Uruguay, Chile...), often played with a cup.
- The same: 5 dice, 3 rolls, numbers 1-6, straight ("escalera"), full house, poker, generala (5 of a kind).
- Different: one column; combinations have fixed points (e.g. generala 50); a speciality is the bonus for a combination "servida" - from the first roll of all dice, very much like our First throw column; a "generala doble" (a second generala) usually wins the game outright.
Cacho
The Andean variant (Bolivia, Peru), close to Generala.
- The same: 5 dice, 3 rolls, the same main combinations.
- Different: one column, fixed points; "dormida" (a combination from the first roll) carries a bonus - again the idea behind our First throw column.
Balut
A variant popular in Denmark and among expatriates in South-East Asia (created as a substitute for poker).
- The same: 5 dice, 3 rolls, a table of combinations (fives, sixes, straight, full house, poker...).
- Different: every row is played four times; there is no 1-4 upper section; a special points and betting system decides the final outcome.
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.
- After registering you receive a verification email. Until you click the link in it, you cannot sign in. The link is valid for 7 days; if it expires, request a new one from the app.
- If the email does not arrive, check your Junk / Spam folder.
- An account that is never verified is deleted after 30 days - the nickname and email are freed.
- Forgotten password: password reset sends a link to your email (valid for 2 hours). The password is never sent in the text of the message.
- Nicknames that break the decency rules are rejected automatically.
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:
- Number of players (2-4), the Solo play checkbox for a single-player game, or the 2 vs 2 type for pairs.
- Turn type: standard, simultaneous, everyone on their own, or slow game (see Game types in the rules).
- Column combination - how many and which columns are played, or your own selection of columns.
- Number of dice (5 or 6; ranked is always 5).
- Ranking: a ranked game enters the leaderboards; a free game does not (and pays half the reward).
- Time per turn or "no limit"; for a slow game, a game deadline in hours instead.
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
- Above the dice it says who is on turn; next to that player's name the turn countdown runs.
- The first roll arrives on its own - the server rolls it as soon as it is your turn. You only ask for the second and the third.
- You see the dice of the player on turn live (in the standard turn and in 2 vs 2). In types where everyone plays at the same time, each player sees only their own dice.
- After writing into a field you have a few seconds to undo the entry - the field is marked and clicking it takes the move back (while the colour "runs out").
- The game screen also has a chat with the other players.
- The top bar shows when the connection to the server is down; as soon as it returns, the game state is restored by itself.
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:
- Leaving without a single played turn is not penalised.
- Leaving after at least one turn is recorded in your statistics as an abandoned game.
- Disappearing from a game also brings a short pause before you can enter a new one (5, 15, 30 and then 60 minutes, depending on how many times you disappeared on the same day; the count starts over the next day). A proper resignation and leaving a game that is still waiting for players carry no pause.
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:
- Yes - you keep playing alone, with no turn deadline, until the sheet is full; the result is recorded and can enter the leaderboards.
- No - the game ends immediately with your win, but without a recorded result.
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:
- send a private message,
- invite to a game - the invitation arrives as a Yes/No question; one invitation can be pending, and a declined invitation is not repeated for the same game,
- statistics and head-to-head duels,
- add/remove from favourites,
- gift tokens or gift premium,
- report the player.
The leaderboards also have a "my favourites" filter, so you can follow just your own circle.
Chat and messages
- General chat - seen by all signed-in players.
- Private conversation - opened from a player's menu. The conversation history is kept and restored at every sign-in until you close that conversation yourself; closing it applies only to you.
- Club chat - one tab per club (see Clubs).
- Game chat - visible to participants and spectators.
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.
- Leaderboard type: all players / my favourites / clubs.
- Filters: number of players (2 players or 2 vs 2), column combination and period (global / current month / current week - in UTC time).
- Left table - Best result: ranking by the best single result (one row per player, per pair in 2 vs 2).
- Right table - Sum of best: ranking by the sum of several best results in the period - it rewards both quality and regular play.
- Below the table your own position is shown if you are not at the top.
- A table marked with 🏆 is a prize table: the Reward column shows how many tokens each place is worth. Rewards are paid out automatically at the end of the period.
- The ▶ button (or a double click on a "Best result" row) starts the replay of that game.
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:
- only ranked two-player games count,
- a custom column selection and 2 vs 2 games do not enter,
- the composite rewards breadth - someone who plays only one combination has a hard time catching up with someone who plays all of them.
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.
- Progress is measured automatically while you play; you claim the reward manually in the Tasks tab.
- The reward depends on the group: 5, 10, 15, 20 and 15 tokens.
- When you finish all five, a bonus of 10 tokens and the Weekly challenge badge follow.
- The week follows the ISO calendar in UTC time; the tab shows a countdown to its end.
- New players do not get tasks that require premium during their first three weeks.
- Solo games, games against bots and games against system accounts do not count.
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:
- open - you join immediately,
- on approval - you send a request with a short message and wait for an admin or a deputy.
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.
- The number of deputies grows with the club: the first one is always allowed, plus one more for every 20 members.
- A deputy accepts and rejects requests, invites and removes ordinary members, and raises the club level.
- The admin can do everything, including appointing and removing deputies, changing the name and closing the club.
- The admin cannot leave the club while being the admin - the role must be transferred first.
- A player can be the admin of at most one club.
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.
- A donation is one-way - it is never returned, neither when you leave the club nor when the club is closed.
- The treasury pays for levels, club name changes and a custom club avatar.
- The list of the biggest donors and the history of changes are visible to members only.
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:
- Winning a game - the reward depends on the number of columns and the game type (a ranked game pays twice as much as a free one). An opponent who played too few turns does not count towards the reward; solo games pay nothing.
- Leaderboards - prize tables share tokens among the best at the end of a month or a week.
- Weekly tasks and their bonus.
- Inviting friends (see Invite a friend).
- Gift packages and promotions - shown first in the offer, free or at a promotional price.
- Purchase with real money, through a secure payment page.
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:
- all column combinations (up to all 9),
- up to 3 clubs instead of one,
- up to 3 slow games instead of one,
- full insight into other players' statistics.
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.
- When the invitee verifies their email, you get 25 tokens.
- When they play their first ranked game, the referral becomes active and you choose the reward scheme (you have 7 days to choose, after which the default is used):
- 4 weeks of 50 tokens (up to 200 in total), or
- 52 weeks of 25 tokens (up to 1300 in total).
- The reward is paid for every week in which the invitee plays a qualifying ranked game. To qualify, the game must include at least one player who is neither the inviter nor the invitee (games against each other do not count) and must not be against a bot.
Appearance - avatar, frames and skins
Everything cosmetic sits in one place, in the Appearance section, and is bought where it is used:
- Avatar - ready-made pictures are free; your own image costs 500 tokens and is activated immediately.
- Avatar frame - a few are free, the others are bought (permanently or for 30 days).
- Dice skin (60 tokens / 30 days), sheet skin (90 / 30 days), column effects (120 / 30 days).
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 | Solve all 5 weekly tasks in one week | 10 tokens | |
| Champion | Achieve 1 fair win (against a real player, not solo/bot) | 10 tokens | |
| Veteran | Play at least one turn on 3 different days | 10 tokens | |
| Collector | Unlock 1 cosmetic item (dice, sheet or effect) | 10 tokens | |
| Sociable | Play against 3 different real players | 10 tokens | |
| Benefactor | Give away 100 tokens in total (club donation or a premium gift) | 10 tokens | |
| Master | Write 1 Yamb (five of a kind; a 5-dice game) | 10 tokens | |
| Poker | Write a maximum poker (four sixes) | 10 tokens | |
| Aces | Write maximum aces (five ones) | 10 tokens | |
| Premium tenure | Collect 3 days of premium (bought or gifted) | 10 tokens | |
| Recruiter | Bring in 1 active player (invite a friend) | 10 tokens | |
| Monthly ranking - 1st place | Finish a month 1st on any leaderboard (any combination) | 30 tokens | |
| Monthly ranking - 2nd place | Finish a month 2nd on any leaderboard | 20 tokens | |
| Monthly ranking - 3rd place | Finish a month 3rd on any leaderboard | 10 tokens | |
| Monthly pairs | Be in the winning pair (1st place) of the monthly 2 vs 2 table | 30 tokens | |
| 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).
- You choose the app language from a list; every language is written in itself.
- The country flag is shown next to your name everywhere. It is free to change, as often as you like. Besides all the countries there is also the "World of Yamb" flag, which is the default.
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
- Changing the password requires the old one. A successful change signs out all other devices, while the current one stays signed in.
- Changing the email does not take effect immediately: a message with a confirmation link is sent to the new address, and only clicking it changes the address. Until then the old address applies.
- A password reset and a ban sign out all devices.
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:
- The Windows desktop app - downloaded from the site and updated automatically on start.
- The phone app.
- In the browser - no installation needed.
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:
- The "I am not a bot" check - if your playing pattern looks automated, a short check appears in the middle of a game. It takes a few seconds and is shown only to the suspicious player. A failed or ignored check earns a yellow card, and three yellow cards mean an account ban.
- Disappearing from a game brings a short pause before you can enter a new one (see Absence and disconnection).
- Nicknames, club names and messages go through an automatic check for forbidden content.
- A ranked game must have a time per turn, and no reward is paid when the opponent did not play their share of the game.
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.