Mexico is a dice game which is played elimination-style, in which several players agree to play a set number of rounds. After each round, one player is eliminated. When all players but one have been eliminated, the remaining player wins the game. Owing to its extremely simple play-structure, it is generally played as a method of gambling, such that the final remaining player wins the amount of money wagered by each person who was eliminated in earlier rounds.
Rolling order for the first round is determined by rolling one die, with the player rolling highest going first, followed by the player to his or her left, and so on until a full clockwise rotation has been completed. This marks the end of the round. At this point, whoever has rolled for the lowest result puts his or her portion of money into the pot, and another round begins. Regardless of who rolled last, the losing player becomes first to roll the dice on the following round. During regular play (i.e., when not rolling for lead spot), two dice are always used.
The lead player can roll the dice up to three times, and the amount of rolls he or she takes will determine how many rolls subsequent players may take in that round. However, only the last result of a player’s turn counts as his or her final score for that turn, rather than the best result of two or three rolls. Thus, it is in the leader's interest not to roll the dice more than is necessary, as doing so will give opponents more opportunities to beat what might turn out to be a low result.
Although there are thirty-six possible results for any roll of two dice, there are only twenty-one meaningful results in the game of Mexico, since some rolls are cancelled by others. For instance, while 6-5 and 5-6 are considered different results in a statistical sense, they both equal sixty-five in this game. The possible results of any roll, and the ways it can be made, are as follows:
| Result | Ways |
|---|---|
| 31, 32 | 2 Ways |
| 41, 42, 43 | 2 Ways |
| 51, 52, 53, 54 | 2 Ways |
| 61, 62, 63, 64, 65 | 2 Ways |
| any double | 1 Way |
| 21 ("Mexico") | 2 Ways |
The odds against any particular non-double result are 17 to 1, and the odds against each double are 35 to 1. However, because of the game’s open rolling structure and idiosyncratic adding system, determining what is a good roll is somewhat counterintuitive, and the most important thing to know is what is the median result for a given roll (i.e., the result such that it is an even proposition whether the next roll is likely to beat it). The median first roll result, in terms of the likelihood of some other result beating it, is 54—not 62, although there are ten possible results above and below the latter—one of the game’s oddities. Thus, the main thing to be kept in mind on the first roll is where one stands in relation to 54. However, a good result on the first roll is entirely different from a good result on the second or third, with the median result becoming more and more difficult to attain on each reiteration: The median results for the second and third rolls are, respectively, 64 and 1-1 (double ones).
Naturally, if one knows the likelihood that they will beat their own last roll by rolling again, they also knows the likelihood that someone following them will do the same. For example, if a player were to roll a 52 and then stop, that player would be looking at approximately a 61% probability that the next person will roll something equal to or better than that in one try. In other words, their next opponent would be a 3-to-2 favorite to beat or tie them. However, if the first player were to decide to roll again, that player would need to roll a 62 on their second turn, or a 64 on their third turn to maintain even this mediocre statistical position. Another result of 52 on a second roll would raise the likelihood of losing to or tying an opponent with two chances to roll to roughly 85%. This is of course a terrible position to be in, and the lead roller would almost certainly roll a third time, which would, in turn, give opponents more chances to beat him or her. If the lead roller were sufficiently hapless as to come up with yet another result of 52 on the third roll, that player's opponent would be have approximately a 95% likelihood of beating or tying that result in three attempts, making our first roller a 19-to-1 underdog for that round.
In addition to adjusting the advantage in the way just outlined, a "Mexico" roll doubles the stakes for that round, so that the round’s loser puts two betting units into the pot rather than one. As to the question of whether the stakes should continue to double—more properly speaking, whether they should quadruple, and then octuple, in relation to the original stake—if more than one person rolls "Mexico" in a single round: Generally speaking, this is not the case. However, for the sake of clarity, this issue should always be decided and agreed-upon before play begins. (Players trying to decide which way to go on this issue ought to keep in mind that the odds against two "Mexicos" in a row are 215 to 4 (or 53 to 1; roughly a 1.85% likelihood), and against three in a row are 1288 to 8 (or 161 to 1; roughly a 0.61% likelihood), which are long, but certainly not astronomical, odds. The odds of rolling three "hardway" sixes or eights in a row in craps is 213 to 3 (roughly a 1.3% likelihood). Furthermore, these odds assume that each player is allowed only one roll; is "Mexico" is the result of two or three rolls, the likelihood of duplicating it rises substantially, in the same way that the median roll for a given round changes, depending on how many rolls the leader takes.)
Finally, if anyone besides the leader rolls twenty-one when the leader has not already done so, the roll is not considered "Mexico", and play proceeds as usual, although the player in question has still rolled for an unbeatable (though still tieable) result.
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