Yamb columns and how they work
How to fill every Yamb column, and the odds that decide how to play it. This is where Yamb's strategy comes from.
| Column | How you fill it | Classic | YUMBEE | PRO |
|---|---|---|---|---|
| Down Top to bottom | Top to bottom | ✓ | ✓ | ✓ |
| Up Bottom to top | Bottom to top | ✓ | ✓ | ✓ |
| Free Any order | Any order | ✓ | ✓ | ✓ |
| Call Announce after roll 1 | Announce after roll 1 | ✓ | ✓ | ✓ |
| 1st Hand First roll only | First roll only | ✓ | ✓ | |
| Maximum Perfect rolls only | Perfect rolls only | ✓ | ||
| Middle Out From Max and Min outward | From Max and Min outward | ✓ | ||
| Ends In From Ones and Yamb inward | From Ones and Yamb inward | ✓ |
How does the Down column work?
Fill boxes from top to bottom. Start with Ones, then Twos, and so on. You can't skip ahead!
Down starts cheaply because Ones opens it, and any roll with a 1 in it scores there. The pressure comes at the bottom, where the last cells are the hardest combinations and you can't choose when to face them.
How does the Up column work?
Fill boxes from bottom to top, starting with Yamb and working your way up to Ones. You can't skip ahead!
Up opens on its hardest cell, so you need a Yamb to open it naturally. YoloYamb scratches Yamb early to get the column moving, and banks a Yamb there if one turns up first.
How does the Free column work?
No rules here! Fill any box whenever you want. Great for saving a bad roll.
Free is your safety valve. Keep its good cells open for rolls that fit nowhere else, rather than spending them on scores an ordered column could have taken.
How does the Call column work?
After your first roll, announce the box you're going for. You then have two more rolls to hit it, and whatever you end with goes in that box, even a zero.
Call what you can reach several ways, and only once your first roll gives you a start to build on. Each combination's page shows your chances from every start.
Odds for every combination →How does the 1st Hand column work?
Scored straight off your first roll, with no holding and no re-rolls. Fill any box, in any order.
You can't chase anything here, so take what the dice give you. Big combinations are rare on one roll; treat them as a gift, and use the column for the numbers rows and Trilling when nothing better lands.
Odds for every combination →How does the Maximum column work?
Fill any box, in any order, but it only scores with the best possible roll for that row, like five 6s for Sixes, 6-6-6-5-5 for Full House or 2-3-4-5-6 for Straight. Anything less is a zero.
Most of this column ends up as zeros, so the question is which perfect rolls are realistic. Trilling and the Straight are; five of anything is not.
How does the Middle Out column work?
Start in the middle, at Max and Min, and work outward, up through Sixes to Ones, and down through the combinations to Yamb.
Any roll fills Max and Min, but a careless one wastes them, so open it with a high Max or a low Min. The hard part is the end, where Ones and Yamb come last and you have the least room left.
How does the Ends In column work?
Start at both ends, Ones and Yamb, and work toward the middle, finishing at Max and Min.
Like Up, its bottom end needs a Yamb to open naturally, so an early scratch in Yamb is common. Max and Min come last, which makes them easy cells to finish on.
Where YoloYamb takes its zeros
YoloYamb is Yumbee's neural network. It taught itself Yamb over 200,000 games against itself. Here's how it plays the columns, from 5,000 of its games.
Its most common zero is Yamb, in every column. So giving up Yamb is normal in this game, not a mistake.
But it writes only 1 zero a game in the Free column, compared to 3+ in Up, because any box is open there and it can wait patiently for the right roll rather than scratching. So save Free for the hard rows, like Yamb and straights, and use scratches judiciously. Don't get impatient.
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