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These rules are for those of you that want something diferent to do with some dice or you
played it long ago and can't remember how to play.
Enjoy.
Thanks Mr. Robert Bowman for typing these up and sending them to me for others to enjoy.
Back to The Game Cabinet (many more rules there) - back to Central Connector main page.


Rules of Cacho
by Robert M. Bowman
February 11, 2002


 

Cacho is a dice game, similar to Yahtzee, which is played in Bolivia and perhaps other South American countries. It is a popular social game in bars and restaurants. I learned it from my son who was there in the Peace Corps.

 

Cacho is played with five dice and a dice cup. These are for sale from street vendors in La Paz and other large cities in Bolivia for very little. Interestingly, the dice are available in many colors, but I suggest white because they are easier to see in low light situations, common in Bolivia. My dice cup is leather outside with embossed llama, Inca symbols, and other scenes, and has a felt-like lining. It is well constructed and looks like it will last a lifetime. We played the game on trains, while waiting for buses, and in the evenings after dinner.

The play of the basic game is similar to Yahtzee. It can be played by two or more people, and often is played by six or more in social situations. First go or turn is determined by lot and play progresses to the left. The game is over after ten rounds and all participants have had ten turns. The only exception is a "Grande de mano," explained elsewhere, which immediately ends the game.

A player's turn consists of up to three rolls of the dice. All five are rolled the first roll. For the second and third roll, the player may pick up and reroll any number of dice, including all five. His object is to make any of the scoring combinations as explained below. Dice not picked up after the first roll may be picked up after the second, at the player's choice.

There are ten scoring combinations. One cell in the scoring grid is reserved for each combination. If a player is unable to make any of the remaining combinations during his turn, he must take a zero score on one of the remaining combinations in his scoring grid. The ten scoring combinations are:

1) As many of the same kind as possible: One combination each for 1's, 2's, 3's, 4's, 5's, and 6's. The score is the sum of the pips on the dice which score. For example, three 6's count 18 points, or two 4's count 8 points. The remaining dice not matching a combination do not count in the score.
2) "Escalera," or a straight of five: There are only two possible straights: 1-2-3-4-5 and 2-3-4-5-6. Score for Escalera is 25 points. Escalera on the first roll (called "de mano") scores an additional five points, as explained under Scoring below.
3) "Un Full," or a full house (three of one number and two of another): Score for Un Full is 30 points; 35 points if "de mano."
4) "Poker," or four of a kind: Score for Poker is 40 points; 45 points if "de mano."
5) "Grande," or five of a kind: Score for Grande is 50 points. A "Grande de mano" is an automatic win; the game is over!

Part of the novelty is scoring, which is done on paper with a tic-tac-toe or ampersand grid, with a space below the grid for "Grande." Each player has a separate scoring grid. The left column of the grid is for scoring 1's, 2's, and 3's, respectively, in the three cells. The right column is for 4's, 5's, and 6's, respectively down the column. The center column from top to bottom scores "Escalera" (a five dice straight counting 25 points), "Un Full" (a full house counting 30 points), and "Poker" (four of a kind counting 40 points). Five of a kind is called "Grande" and counts 50 points.

Scoring marks in the center column are "O" for making the score (NOT the number of points), "X" for not making the score, and "5" for making the score "de mano" (literally out of hand, or on the first roll of your turn, which scores a five point bonus). The scoring mark for "Grande" is a "$" placed just underneath the grid. A "Grande de mano" (Grande on the first roll of one's turn) is an automatic win.

Note the scoring anomaly: a "0" in the left or right column is a zero score, where a "O" in the center column is a mark signifying the combination was made! Classic scoring involves adding the scores in the left and right columns, and comparing with your opponents. At the same time, marks in the center column show where you are ahead or behind. Because no cumulative score is kept, each game has a "winner" and relative scores do not matter.

One final note on the basic game: a player can call "Bajo" on any roll of his dice, and play the bottoms of all dice instead of the tops. Typically Bajo is called as the dice are rolled out. Any player can call Bajo as many times in a game or turn as he likes.

The table above shows a scoring grid at the end of a game for one person. He has scored as follows:

2-1's for 2 points
3-2's for 6 points
0-3's for 0 points
3-4's for 12 points
4-5's for 20 points
1-6 for 6 points
An "Escalera de mano," marked as a "5," and scoring 30 points.
He failed to make "Un Full," marked as "X"
A "Poker" on more than one roll, marked as a "O" and scoring 40 points.
A "Grande" on more than one roll, marked as a "$" and scoring 50 points.

Total score would be 166, a very good score!

 

Variation: Cochabamba Rules or "Coch" Rules

Many variations of the game exist, usually by city or town of origin. The most popular variation originated in Cochabamba, Bolivia. It is a bit tedious to understand, but fun to play once you get the hang of it. We quite often switch back and forth between the two variations just to maintain interest.

"Coch" rules allow only two maximum rolls, instead of three in the basic game. Scoring allows two "Grandes" instead of one, so there are eleven rounds instead of ten. A "Grande de mano" on either Grande scoring chance is an automatic win. All other basic rules apply, except as noted.

"Coch" rules allow a player to use either the top or the bottom of each die, with restrictions. On the first roll, one or two bottoms MUST be used. No more than two or less than one bottom can be used on the first roll. However, "picked up" dice can be used to qualify as a bottom or a top, at the player's choice. On the second (and last) roll of a turn, none, one or two bottoms can be used. Use of three or more bottoms is not allowed. There are no restrictions between rolls: the bottom of a die can be used on the first roll and the top of the same die on the second roll, if the die is left on the table.

Remembering that the opposing faces of dice always add to seven speeds up the "Coch" game.

"Bajo" is allowed in "Coch" rules, and the tops count as the bottoms, and vice versa. This adds more confusion than I can deal with! It is my belief that whoever stays sober wins the game with "Coch" rules, as the scoring gets a little "dicey."

That's it! Grab five dice and go for it. It is a fun game by either set of rules, a good game to travel with because so little equipment is needed (five dice and pencil and paper). It goes faster that Yatzee because there are fewer scoring combinations, and it is easier to understand where you stand relative to other players as the game is in progress. And, unlike Yahtzee, you can always come from behind, roll a "Grande de mano," and win the game!



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Cacho - How To Play