Chicago
Rotation
Eleven rounds and eleven targets: two in the first, twelve in the last, and hitting one scores as much as the target itself.
A game of eleven rounds, each with its own : two on two dice in the first, three in the second, up to twelve in the last.
Each player rolls once a round. Hit the target and score as much as the target was worth; miss and score nothing. There is nothing whatever to decide, and that is how it is built: the rounds for two and twelve almost always pass empty, while the middle of the game, where the targets sit around seven, hands out points freely — and they are worth less.
Six-sided dice
Under these rules: Two dice.
Ordinary gaming dice, pipped from one to six.
The most widespread randomiser people have invented. Opposite faces add up to seven — not a rule of any game but a convention of manufacture, and the thing by which a die is recognised.
Rules of Chicago
The rounds
A game is eleven rounds. The first has a target of two, each following one more, the eleventh twelve.
A turn
In their turn a player rolls two dice once.
If the total matches the round's target, they score as much as the target: a hit in the second round is worth three, in the eleventh twelve.
A miss scores nothing and the turn passes on.
End of the game
After the eleventh round the scores are added up. The highest wins.
Worth knowing
Some descriptions give the point only to the first player to make the round's target, which leaves the number of attempts undefined. The version set out here gives everybody one roll and scores every player who hits.
Glossary of terms
- The target
- The total to be rolled this round. Two in the first, one more in each after it, twelve in the eleventh.