Mexico dice game rules: how to play Mexico
Mexico, also known as Mexican dice, is a fast dice game with two dice. Everyone takes turns rolling, and whoever has the lowest roll at the end of the round gets the pot.
With Mexicoo you need nothing but one phone: the app rolls, counts the pot and keeps track of the Knight.
What you need
At least 2 players (up to 8 in Mexicoo) and one phone. No cup, no dice and no pen and paper: the phone goes around the table, rolls the dice and keeps track of everything.
You choose who starts the first round. After that, the loser of the previous round starts, and the turn goes around the table.
How a roll counts
You roll two dice and the highest number goes first: a 6 and a 4 is 64, a 2 and a 5 is 52.
Two equal dice are called a double and count as hundreds: 1+1 is 100, 3+3 is 300 and 6+6 is 600. Mexico (21) is at the top, 32 at the bottom.
FROM HIGH TO LOW21 · 600 · 500 · 400 · 300 · 200 · 100 · 65 · 64 · 63 · 62 · 61 · 54 · 53 · 52 · 51 · 43 · 42 · 41 · 32
How often can you roll?
Everyone gets one turn per round. The first player of the round may roll up to 3 times, and the number of times they roll is the maximum for the rest of the round. If they stop after two rolls, everyone may roll at most twice.
You can always stop early. Watch out: your last roll counts, even if an earlier roll was higher.
Keeping a die
Did you roll one 1 or one 2, and is the other die not a 1 or 2? Then you may keep that die and roll only the other one again. That gives you a better chance at Mexico.
You may do this once per turn and it counts as a normal roll. Not on a 31.
The pot
The pot starts every round at 1. When someone rolls a double, the number on one die is added: 2+2 is +2 and 5+5 is +5. That way the pot grows during the round.
Mexico: 21
A 2 and a 1 is Mexico, the highest roll in the game. Your turn is over right away. If the pot is still at its starting value of 1, 7 sips are added and it goes to 8. If there is already more in it, the pot doubles, and every next Mexico doubles it again.
The Knight: 100
Whoever rolls 1+1 becomes the Knight and stays Knight in the next rounds too. Every 100 puts 1 in the pot.
After that, whenever a double from 200 to 600 is rolled, by the Knight too, the Knight takes as many sips as one die shows, and the same number goes into the pot.
When someone rolls 100, the current Knight takes 1 sip. If it was someone else, they become the new Knight. If the Knight rolled it, they choose who takes over.
Elbow: 31
A 3 and a 1 is called the Elbow. It does not count as a final roll: you start your turn all over again, with the full number of rolls. This can happen more than once in a turn.
After that, all the normal rules apply again. So you may keep a 1 or 2 once more, just not the 1 of the 31 itself.
STUCK!: 32
32 is the lowest roll. As soon as someone rolls 32, the other players may press TAP. If someone is faster than the roller, the 32 is locked and the turn is over. If the roller rolls again first, the game simply goes on.
If the 32 was the last roll the roller was allowed, there is no race.
End of the round
When everyone has had a turn, whoever has the lowest roll takes the whole pot. If two or more players tie for the lowest spot, they each roll once more and whoever rolls lowest takes it. Tied again? They roll again.
That deciding roll only counts for who rolls lowest. A double does not go into the pot and gives the Knight no penalty, 100 makes no one Knight and Mexico does not change the pot. Mexico is still the highest roll. Roll 31 and you roll again, and a 32 cannot be locked in the deciding roll.
Then the loser starts a new round: the pot goes back to 1 and the Knight stays Knight.
Sips or penalty points
In the Mexicoo menu you can switch between Sips and Penalty points. The rules stay exactly the same; only the words change.
The game has no end and no winner: you play as long as you like.
Ready to play? Grab one phone, enter the names and pass it around.
PLAY MEXICOO