How to Play Yamb: Rules & Scoring

The complete rules of Yamb (also known as Jamb), the classic dice game popular in the former Yugoslavia.

A Game of Skill

Your Goal: Roll dice to fill every empty box on the grid and get the highest total score!

The Catch: You can't just put points anywhere. You have to follow the unique rules of each column.

The Basics

Yamb has three main elements. The dice, which you roll up to three times; rows, which must match specific dice combinations; and columns, which you must fill in a specific order.

The Dice

Five ordinary dice, rolled up to three times a turn.

Rows: Dice Patterns

Rows match specific dice combinations, like Full House or Poker.

Columns: When You Can Fill

Each column sets when you can fill its boxes. Some go in order, top to bottom or bottom to top, and some are free.

Your Turn

Every turn goes the same way. Roll, keep what you like, then fill one box.

1. Roll

Roll all five dice. You get up to three rolls, and you can stop after any of them.

2. Hold

Between rolls, keep the dice you like and re-roll the rest. You can change what you keep before every roll.

3. Fill or scratch

End your turn by filling exactly one box its column lets you fill. If your dice don't fit a box you want, write a 0 in one instead. That's a scratch, and choosing where to take it is part of the strategy.

Basic columns

Unlike dice games like Yahtzee, you can't just score anywhere. Each column has rules on when you can fill it. This is what gives Yamb its strategic depth, not just blind luck.

Down Column

Fill boxes from top to bottom. Start with Ones, then Twos, and so on. You can't skip ahead!

Up Column

Fill boxes from bottom to top, starting with Yamb and working your way up to Ones. You can't skip ahead!

Free Column

No rules here! Fill any box whenever you want. Great for saving a bad roll.

Call Column

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.

Extra columns

The Yumbee and Pro sheets add these columns, each with its own twist.

1st Hand Column

Scored straight off your first roll, with no holding and no re-rolls. Fill any box, in any order.

Maximum Column

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.

Middle Out Column

Start in the middle, at Max and Min, and work outward, up through Sixes to Ones, and down through the combinations to Yamb.

Ends In Column

Start at both ends, Ones and Yamb, and work toward the middle, finishing at Max and Min.

See every column in detail →

Regular Scoring

Regular scoring is straightforward, but very important for getting good scores.

Upper Section

The top six rows (Ones through Sixes) form the Upper Section. Score 60+ in any column to earn a 30-point bonus!

Max, Min & Difference

In Max you write the sum of your dice, aiming as high as you can; in Min, as low as you can. Your Difference Score is (Max − Min) × your Ones. Go for the largest difference you can!

Special Hands

Similar to poker, these combinations of dice award big points compared to regular scoring. If you know Yahtzee, Trilling is three of a kind, Poker is four of a kind and Yamb is Yahtzee.

Trilling (3x)

Three matching dice! Your score is the sum of the three dice + 20 bonus. A solid way to rack up points.

Straight

1-2-3-4-5 or 2-3-4-5-6. A straight scores a fixed amount that drops with each roll, so the earlier in your turn you roll it, the more it's worth.

Full House

Three of one kind + two of another (e.g. 3-3-3-2-2 or 6-6-6-1-1). Your score is the sum of all dice + 30 bonus!

Poker (4x)

Four matching dice! Your score is the sum of the four dice + 40 bonus. Getting close to Yamb territory!

Yamb (5x)

The ultimate roll, five matching dice! Your score is the sum of all dice + a huge 50 bonus. Plus bragging rights!

See all special hands in detail →

Frequently Asked Questions

Is it Yamb or Jamb?

Both. Jamb is how it’s spelled in Serbian, Croatian and Bosnian, and Yamb is the English spelling. Yumbee is the modern version you can play directly in your browser.

What is the correct set of columns and rows for Yamb?

There isn't one. The spirit of Yamb is that there are many house rules. Some play with one straight, others split it into a small and a large one. Some add Two Pair, a 1st Hand or a Maximum column, and the bonuses change from table to table. Yumbee has a Custom mode, so anyone can play their own house rules.

How many points is a Yamb worth?

Yamb is the pinnacle of the game. It scores the sum of all five dice plus a 50-point bonus. For example, all sixes would be worth 80 points. It’s the highest-value combination in the game and a moment for celebration.

What is the Call column?

Call can be tricky to understand at first. After your first roll you announce which box you are going for and then commit to that box. You then have two more rolls to hit it. You must write the result there, even if it ends up being a zero. Roll with conviction!

How does the upper-section bonus work?

Add up Ones through Sixes in a column. If the total reaches 60 or more, you get a 30-point bonus on top, which can be a big deal to your score.

What is the Difference row?

Difference is (Max − Min) × your Ones. A high Max and a low Min make it pay big, so having points in the Ones box matters a lot. For example, if your Max is 28, your Min is 8 and you have 2 in your Ones, you get (28 − 8) × 2 = 40 points.

Is a straight worth the same however you roll it?

No. In classic Yamb, a straight is worth more the earlier you get it. It’s worth a whopping 66 on the first roll, 56 on the second, and only 46 on the third. It doesn't matter if it's a small straight (1-2-3-4-5) or large straight (2-3-4-5-6). In Yumbee mode, straights are split instead. A small straight is worth 40 and a large one 50, on any roll.

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