Invented by Howard Fosdick © BestFreeNewGames.com
Overview: In this game you roll dice to create combinations that score points. It's similar to commercial dice games like Yahtzee ®, Kismet ®, and Yamslam ®  except that it's more exciting and requires more judgement. Plus, it's free!
For: Two to four players with five dice. Print a copy of our Score Sheet to make it easy to keep score.
Objective: To obtain the highest score.
Phases: The game is played in two phases.
Phase I: Roll to see who goes first.
In each turn, a player can roll dice a maximum of three times.
Each time he rolls, he optionally sets aside one or more dice that will not participate in his next roll. His goal is to create one of the dice combinations (or melds) listed on the Score Sheet by the end of his three rolls.
After his three rolls, the player must write a score into one of the boxes on his Score Sheet.
Scoring:
The melds for which a player can score are listed down the lefthand side of the Score Sheet. Inside the parentheses after each meld is its scoring value.
A player can enter his score for his turn in either of two columns  his lefthand column or his righthand column (labeled Doubled on the Score Sheet).
For example, a Big Straight entered in a player's lefthand column scores 40 points, while a Big Straight entered into his righthand or "Doubled Column" scores 80 points.
As the game progresses, a player will have fewer and fewer boxes into which to enter scores. He may even find himself unable to attain certain melds. In this case he is forced to record a score of 0 for that meld.
Phase I ends when all players have entered some value (or 0) into each box of their two columns. (This requires 18 turns for each player).
For the row in the Score Sheet labeled 3ofaKind or Full House, a player can score for either one meld or the other. Thus, he must choose whether to score for 3ofaKind or a Full House in those boxes.
For the rows labeled 6's, 5's, and 4's, you record the sum of the dice showing that number. For example, if you end your turn with two 6's, you could score 6+6 or 12 points in your lefthand column. Or alternatively, if you placed that in your Doubled Column you would score 6+6 times 2, or 24 points.
Phase II  the "Doubling Round": At the conclusion of the Phase I, total and record the players' scores. Whoever has the lowest score takes the first turn in Phase II.
In Phase II, enter all scores in the columns labeled Doubling Round on the Score Sheet.
Phase II play follows the same rules as Phase I  except that only one player can score for each meld. The other player(s) will score 0 for that meld.
For example, Player A takes a turn and scores for 4ofaKind. All Phase II scores are doubled, so he scores 40 times 2 or 80 points for that meld. He writes that value into his Doubling Round box for that meld.
Since only one player may score for each meld in Phase II, his opponent(s) must record a score of 0 for the 4ofaKind meld in their column(s).
In Phase II, only after numbers have been entered in the three scoring boxes for 6's, 5's, and 4's can a player enter a 0 for any other meld.
When a player is forced to write a 0 for any meld at the end of his turn, all other player(s) also score 0 for that meld as well.
Bonuses: Note the three lines labeled Bonus in the Score Sheet.
In Phase I, players score a bonus when they achieve positive scores for each of the three melds listed above that Bonus in the Score Sheet. Players score separate bonuses for both their regular score column and their Doubled Column.
For example, record all three kinds of Straights without a 0 among them in your Doubled Column, and you score an extra 30 point Bonus.
Note that Phase I Bonuses are never doubled. So even if you obtain all three straights in your Phase I Doubled Column, the bonus is still 30 points.
To score the bonus for the 6's, 5's, and 4's category, a player needs a total of 45 or more points for those three rows in his lefthand column  or a total of 90 points or more to score that bonus in his Doubled column.
In Phase II, a player scores a bonus only if he alone scored all three of the melds required for that bonus. Phase II bonuses are always doubled, just like all other Phase II scores.
Meld:  Points:  Description: 

5ofaKind  50  Any five dice that show the same number  Examples: 11111 or 44444 
4ofaKind  40  Any four dice that show the same number  Examples: 1111 or 3333 
3ofaKind or Full House 
15 or 30 
Any three dice that show the same number  Examples: 222 or 333 or Three of any one number, and two of any other number  Examples: 22555 or 66611 
Bonus  40  For successfully completing all three melds above 
Big Straight  40  All five dice in sequence. Either: 12345 or 23456 
Small Straight  20  Four dice in sequence. Either: 1234, 2345, or 3456 
Mixed Straight  15  Three dice in skip straight sequence. Either: 135 or 246 
Bonus  30  For successfully completing all three melds above 
6's  Total of 6's  Total of all 6's rolled  Examples: 66 (12 total), or 666 (18 total) 
5's  Total of 5's  Total of all 5's rolled  Examples: 5 (5 total), or 555 (15 total) 
4's  Total of 4's  Total of all 4's rolled  Examples: 44 (8 total), or no 4's at all (0 total) 
Bonus  20  For a total of 6's, 5's, and 4's of at least 45 points. Or a total of at least 90 points for the Doubled column. 
Print our PDF Score Sheet. Or copy & paste to print the Scoring Sheets below...
Player 1:  Player 1 Doubled: 
Player 2:  Player 2 Doubled: 
Doubling Round  Player 1: 
Doubling Round  Player 2: 


5ofaKind (50)  
4ofaKind (40)  
3ofaKind (15) OR Full House (30) 

BONUS (40)  
Big Straight (40)  
Small Str (20)  
Mixed Str (15)  
BONUS (30)  
6's (total 6's)  
5's (total 5's)  
4's (total 4's)  
BONUS (20) (45+ or 90+) 

TOTALS:  
GRAND TOTALS: 
Player 1: 
Player 1 Doubled: 
Player 2: 
Player 2 Doubled: 
Player 3: 
Player 3 Doubled: 
Player 4: 
Player 4 Doubled: 
Doubling Round  Player 1: 
Doubling Round  Player 2: 
Doubling Round  Player 3: 
Doubling Round  Player 4: 


5ofaKind (50)  
4ofaKind (40)  
3ofaKind (15) OR Full House (30) 

BONUS (40)  
Big Straight (40)  
Small Str (20)  
Mixed Str (15)  
BONUS (30)  
6's (total 6's)  
5's (total 5's)  
4's (total 4's)  
BONUS (20) (45+ or 90+) 

TOTALS:  
GRAND TOTALS: 
Tips for Play: Dice games of this kind are often called "category games". The basic idea is that players must score in each category of their scoring chart by obtaining each of the required melds.
There exist a couple dozen category dice games. They include wellknown commercial games such as Yahtzee ®, Kismet ®, and Yamslam ®. You don't have to buy anything to play ours, and given its greater scope for strategy and choice, we think it more interesting than the commercial games.
Bona Fortuna presents several features that distinguish it from the pack:
Google and you can find the odds for scoring the various melds. Your chances of tossing The Bomb (5ofaKind) in one turn is about 4.6%. That's roughly once in every 21 turns.^{1} So, statistically speaking, each participant is theoretically due one Bomb per game.