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INSTRUC.DOC
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1991-12-17
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YATZ Version 1.1
YATZ is an exciting dice game that can be played with up to
9 players. This is a demo disk of the program. The game
is fully operational in this format for you to play and
decide if you like it. If you do enjoy it please send a $18
donation and I will send you a registered copy of version 2.0.
Version 2.0 allows you to save a game in the middle of playing
and then restore it at a future time and continue playing. It
also has a top 20 score feature which saves your highest scores.
It also includes a printed intsruction manual.
Once you have registered the program you will recieve any
future updates free of any fees except postage.
You may distribute this program freely as along as it remains
unchanged and you do not charge any fees.
Please send donations, comments, and/or problems to :
MICHAEL WOLLERT
1955 Clearbrook Ct.
Tracy , CA 95376
CompuServe 73547,3714 Prodigy MFHK20A
INSTRUCTIONS
Yatz may be played with up to nine (9) players at a time. A game consist
or 39 turns each. Each turn you may roll the dice up to 3 times. For every
turn you must mark a score on the score board even if it's a zero (0).
The Score board is broken down into 3 columns and 20 rows. The first column
is your SINGLE GAME, the scores in this column count for face value. The
second column is your DOUBLE GAME, the scores in this column are doubled on
line 19. The third column is your TRIPLE GAME and the scores are tripled on
line 19. The GRAND TOTAL is the sum of all three columns. The ultimate
high score at this time is 1,944 by Steve Fore of Fremont, Ca. If you can
beat this score let me know.
The Board is divided into two (2) sections, an upper and lower. In the Upper
section (rows 1-6), you try to get at least 63 points in each game. This
will give you a bonus of 35 points for each column. Remember this 35 points
will be doubled and tripled on line 19 for your double and triple games.
Upper section is determined by the number 1's; 2's; 3's; 4's; 5's; and 6's
that you roll on any given turn. For example three (3) 2's gives you a score
six (6) in the second ROW which is labeled "TWO's".
The Lower section (rows 10-17) works slightly different. Row 10 labeled
"THREE OF A KIND" is scored as the TOTAL of all five dice as long as at
least THREE of the dice are the same. Example, you have three sixes and a
four and a three, this would score as 25 in the THREE Of A KIND row. ROW 11
labeled "FOUR OF A KIND" works the same way except you must have at least
FOUR dice which are the same number.
Row 12 labeled "FULL HOUSE" is scored as 25 points. A FULL HOUSE is 3 dice
with the same number and the other 2 dice with the same number. Example,
you have three 5's and two 1's, this is a FULL HOUSE and counts as 25 points.
Row 13 labeled "SM. STRAIGHT" is scored as 30 points. A SMALL STRAIGHT is at
least 4 dice in sequence. Examples of SMALL STRAIGHTS is dice with the
numbers 1-2-3-4 or 2-3-4-5 or 3-4-5-6.
Row 14 labeled "LG STRAIGHT" is scored as 40 points. A LARGE STRAIGHT is all
five dice in sequence. There are only 2 possible LARGE STRAIGHTS and they
are dice with the numbers 1-2-3-4-5 or 2-3-4-5-6. This row and row 15 (YATZ)
are the hardest to fill.
Row 15 is labeled "YATZ" is scored as 50 points. A YATZ is all five dice
with the same number.
Row 16 is labeled "CHANCE" and is scored as the total of all five dice.
There are no other conditions that need to be meet to use you turn as a
CHANCE.
Row 17 is the total of all scores in a coloumn. Row 18 is the Total of your
upper and lower sections for each coloumn. Row 19 mulitpies row 18 by 1,2
or 3 depending on if it is you SINGLE, DOUBLE, or TRIPLE game. ROW 20 is
you grand total for the game.
The only exception to the above scoring rules is the WILD YATZ. If you have
filled all three YATZ boxes (With 50 or 0) and the upper section ROW for the
number that caused the YATZ are filled you may use the YATZ for any LOWER
section ROW. Example, you roll 5 Five's and you have filled all three YATZ
score boxes AND all 5's coloumns are fillid in the upper section, you may
use this for a LARGE STRAIGHT or SMALL STRAIGHT. A YATZ is always a FULL
HOUSE, THREE OF A KIND, or FOUR OF A KIND.
PLAYING THE GAME
When it is your turn press <ENTER> to roll the dice. After the dice are
rolled you may select dice that you want to hold and roll again or you can
mark a score box. To select dice to hold use your up and down cursor keys
to move the arrow next to the button that is next to the dice you want to
hold. Press <ENTER>. The button will turn red indicating that this dice
will not be rolled. If you make a mistake or no longer want to hold this
dice simply press <ENTER> again and the button will turn green indicating
that this dice will be rolled. If you want all the dice to be rolled again
leave ( or make ) all the buttons green. After you have selected the dice
you want to hold (if any), press F1 to roll the dice. Now you can either
select any dice you want to roll or mark a score box. Again press F1 to
roll the dice. After the THIRD roll of the dice control of the program will
automaticlly be switch to the score board. Only THREE rolls of the dice are
permitted each turn.
If after your first or second roll of the dice you want to mark a score box
instead of roll again, press F2 to transfer program control to the score
board. If you have not had your third roll yet and you on the score board you
pree F2 again to go back and select dice to hold and roll agian.
To mark the score board, move the highlighted box tho the ROW and COlOUMN
that you want to fill and press enter. You must mark one box for each turn
you take. Press enter and the score will go in that box and all your totals
will be updated. If you make a mistake after you have pressed enter you can
correct it by pressing any key EXCEPT <ENTER> and then move the highlighted
box to the one you want to fill. The program will alert you if you select
a score box that will result in a score of 0. Press <ENTER> to confirm you
want to zero out a score box.
Now your turn is complete and other players (if any) take their turn. Play
continues until all boxes are full (39 turns each) then all scores are dis-
played and the winner is shown.
I hope that you enjoy playing the game. I spend over 200 hours programing the
game to insure accuracy with the above rules. If you enjoy the game please
send in the $18 registration fee and receive VERSION 2.0 which allows you
to save games in the middle, keep track of your 20 highest scores, and get a
printed instuction manual which provides helpfull hints on stradigy. You
are also able to obtain updates of the program at no cost except postage if
you register. Send registration fee amd\or comments to :
MICHAEL WOLLERT
1955 CLEARBROOK CT.
TRACY, CA 95376
CompuServe 73547,3714 Prodigy MFHK20A