Chicago (dice game)

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Chicago , more rarely known as Chicago , is a dice game played with three dice.

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Chicago is played with three dice.

Since the rules depend on the round of the game or can vary depending on the bar , it is advisable to reach an agreement beforehand.

There will be a draw to see who starts, as the beginner has an advantage that should not be underestimated. The ones count either 1 or 100, sixes count either 6 or 60, all other numbers count normally. The three dice may be rolled a maximum of three times. If the first player in a round leaves the dice lying around after his first roll, each player may also only roll once in the round. If he stops after the second throw, the successors may turn the dice cup a maximum of twice.

After a throw may be one or more cubes out put . There is no obligation to put dice out, but what has been placed once cannot be put back in the cup. The player who starts decides how scoring is carried out, whether 1s are 100 and 6s 60 or 1s 1 and 6s, and whether it is scored high or low; H. whether the others have to roll higher or lower in order to outperform the roll, because everyone who follows has to roll stronger than his predecessor. The beginner can also say sixes count 60, but ones count 1, e.g. B. when he did not roll a ones but a 6.

If you get two sixes in the first roll, you can convert this into a 1. A 6 is turned to the 1, the other 6 has to go back into the cup. The highest roll is three ones. This litter is called Chicago and has won immediately. The lucky one usually gets out of the round and has nothing to do with the further lead of the loser (who often has to settle a round in the pub).

Standard variant ("Bavarian Chicago")

Structure and aim of the game

Any number of players can play. The main aim of the game is not to lose in order to avoid paying a round for all players. Components are three dice and a dice cup. It is played with beer felts . In the first phase of the game, the worst player in a game round receives a beer felt until all the beer felts have been distributed. In the second phase, the best player in each round can put down a beer felt. If you are the last player to have a beer felt, you lose.

Cube values

Make it count:

  • "1" always for "one hundred"
  • “2”, “3”, “4” and “5” always have their respective values, ie two, three, four and five
  • “6” always stands for “sixty”.
  • Two sixes can be turned to a “1”, whereby the second die goes back into the cup (for another throw) OR two 6s are counted as “one hundred and twenty” and left behind.
  • Three ones on a throw count as a “Chicago” or “Chick” and have the consequence that the player who scored it is immediately out of the game (ie he does not have to pay the round in any case!). The beer felts (see below) that he may have already collected by this point are removed from the game.
  • Three ones from several throws are worth 300 and can only be outbid with one “chick”.
  • If none of the three dice show a 1 or a 6, it is a "fish", which is the lowest there is.
  • If you roll three sixes, these are converted to two ones and the remaining die is put back into the cup.

The most important thing in the game is the rule “Mit ist Shit”, which means that the dice result of the player who is “deep” (see there) must be overbid in any case, if you only roll the same result, you are “ deep". In this way there is the possibility of even getting away with a "fish" if only one of the following players also only rolls a "fish".

Game flow

The dice are rolled to see who starts. The first player has the opportunity to roll the dice up to three times. The aim is to achieve the highest possible result with as few throws as possible. One can be left standing, other cubes can be put back in the cup. If you think you've rolled a result that can be easily beaten (because it is so high), you give the cup with the dice to the person sitting next to you on the left with the current score. It states what is “high” and how many throws the result was achieved, for example “one hundred and twenty-three to two are high”, which means: the player has thrown the result “123” with two throws (e.g. with two Sixes and one 3). The next player MUST also roll the dice twice. What he scores on his first throw does not really matter, the only thing that matters is that he has more standing than his predecessor after the SECOND throw. If he undercuts what is “high”, his result is “low”; if he exceeds it, the result of the first player is “low”. In the example, the second player would roll 204 (e.g. with two ones and a 4) and thus the first player's 123 would be "deep". For example, if he were to roll a “fish”, it would be “fish at two deep”. So it goes in turn, the next player must always be told what is "deep", so what must be exceeded. When everyone has thrown the dice, the player who achieved the lowest result in the round receives a beer felt, on which the “deep” stuck. The player who had to take the beer felt presents for the next round. The game continues in this way until all the beer mats (one of which is more involved than other players) have been distributed. Now all players who have at least one beer felt must take part in the second round, in which the felts are "played down"; whoever is without beer felt at this point is out of the picture here. When playing down, the player with the most felts begins, if several players have the same number, a die is rolled to see who goes first. Now, too, the aim is to achieve the highest result with the fewest throws. The only small difference is that the one who is "low" at the end of the round is not punished, but that the one who is "high" is rewarded by being allowed to throw off a beer felt. As soon as there is only one player left who has one or more beer mats, he has lost and has to buy a round. It is also pub-specific that if you score a Chicago in one throw (three 1s at a time) it is out of the game, but you still have to buy a round of schnapps. This is seen as a consolation for the other players in the event that they are out of luck and fail to roll a 1.

Basic tactical considerations

Upon closer inspection, the only point in the game where tactics matter is the first roll. The number of the following throws is then given, which is why luck decides here. The following tactical considerations are therefore only relevant to the presenter

  • the bigger the round, the higher the chance of getting a fish on 1 through
  • Results with a 1 on one throw are mostly sufficient from a purely statistical point of view, but “on two” you rarely leave one or two 1s lying around, rather you strive for a “chick”
  • When playing down: if there is at least a 1 in the first throw, usually pass "on 1"

Control variant ("Tschigg")

In Switzerland this game is common under the name "Tschigg". There are deviations, especially in the distribution of the beer felts (also known as “beer mats”). The number of coasters in the game is always determined by the formula 2 · n - 1 ( where n is the number of players). In the first phase of the game, the worst player always receives a beer mat per round. In the second phase, the best player can give the worst player a beer mat. Players who are without a beer mat in the second phase have won and will leave the game. If a player leaves the game, the target number of coasters is reduced by two (it is always 2 · n - 1 ). In the next rounds, a beer mat from the best player is removed from the game until the target number is reached.

Often one also finds variants in which it is allowed to put the dice back into the cup on the third throw. Again, it is advisable to come to an agreement before the game.

Chances for a Chicago

The calculated odds for three ones are

  • Chicago in the first litter:
  • under the above rules with a maximum of three throws