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Chili Dice
It would have caused the editors in charge quite a headache if Chili Dice had landed in one of the two compa-
nies that, for about half a century, have been dominating the terrain for dice games that require fulfilling a number of preset tasks with up to three attempts. That’s because games like Power Yahtzee and Kniffel Extreme already exist – both titles would have been perfectly suitable, since Chili Dice is the spitting image of its intellectual ancestor.
Therefore, it is all the more surprising that, thanks to two simple modifications, the game still develops its own distinct profile. For this, it’s not even significant that players roll six dice instead of the usual five, especially as this applies also to the two other aforementioned clones, since each of them comes with one special die. What is really pronounced, though, are the red pips (each die show- ing a different one of the six numbers in red) and the columns on the score sheet that are numbered from 30 down to 1.
This number stands for the initial max- imum number of attempts. Given each player’s ten tasks in the game, this results in the common average of three per entry. But the now-granted “account authority” gives you a downright refreshing free- dom of disposition – a freedom that (how could it be otherwise) comes at a price, though. Each attempt costs you five bonus points because you have to cross out one box on the score sheet; therefore, you always need to weigh
whether the profit that you expect from another roll justifies the associated costs. This particularly depends on the nice effects resulting from the red dice sides.
For each red side showing you can write down ten points on the score sheet. A pretty tiresome compulsory exercise that players like to put off, then often needing two or three attempts at getting a fairly reasonable number of points. In con- trast, an “Extra-Hot Chili” showing all six red sides scores a whopping 100 points that can be entered for a “Straight” or for “Red.” If these two spaces are not avail- able any more, you can instead mark any other space, but only for half the score.
It is more compelling to use the red sides for reinforcement or conversion. If all numbers you have rolled come up at least twice, the sum of all these numbers are even doubled if there is a matching red side; that means that four “5”s score 40 points. To get so many hits at a rea- sonable expense, you may change a red side to any other side. So, if you have put aside two black “5”s and the red “5,” for example, you should definitely reroll the remaining three dice; the probability alone that you will roll at least one more “5” is about 70 percent. And the chance of rolling two or three more “5”s (and, resulting from this, a point-potent “Big Chili”) increases the expected score even to more than ten points.
Thanks to the multivalent “Red,” “X-of- a-Kind” and “Straight” are not overly dif- ficult either, even if you might have thought so at the beginning. On top of that, you can alternatively enter the score you get for this in the number space of a red side. Twenty or more points on the “1” are actually not bad. Occasionally, you can even pur- posefully aim for a “Small Chili” (with six identical values from “1” to “3”) or a “Big Chili” (with six identical values from “4” to “6”), especially since you can enter
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