Mexi-Can

Takes a bit to catch onto, but once understood, quite a competitive game. Requires people, weed and dice. Mid buzz factor.

Someone arbitrarily goes first by rolling the dice. The starter has the choice of one, two or three rolls to obtain the best score they can. The starter’s score is the score of their last throw i.e., if you throw a 61 then 63 with your first two throws and elect to take a third throw, you must count the third throw even if it’s lower. Every other player in the game has the choice of throwing up to as many times as the starter i.e., if the starter takes one throw, all other players have only one throw.

The score for the dice is as follows:

  • 2 & 1 = Mexi-Can, the best possible roll. If you throw one of these, the eventual loser has to toke double the standard quantity being used for the game. Each subsequent Mexi-Can in that round will double the required number of tokes for loser.
  • 3 & 1 = scumbag the thrower immediately has to consume one hit. This throw does not count as one of the thrower’s goes.
  • Any double – 100 times the double i.e., double 1 scores 100, double 2 scores 200 etc.
  • Any other throw – The highest number multiplied by 10 + the smallest number i.e., 5 & 4 scores 54, 6 & 1 scores 61 etc.

Holding a die – if a player has more than one throw available, they may hold a 1 or a 2 (if thrown) for subsequent throws i.e., if you have 2 or 3 throws and you throw a 4:1 on your first go, you may, if you wish, only pick up the 4 and throw it as your next go. This tactic will increase your chance of a Mexi-Can, while also increasing your chance of a low score or scumbag. If you throw a scumbag you may not hold the 1.

The loser is the person who throws the lowest score. In the event of a tie, all players with the lowest score must roll one dice and the lowest number loses.

Play as many rounds as desired.

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