Chinchirorin Strategy and Tips

Here is how to think about winning at Chinchirorin, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Know the dealer's instant hands

Lesson 1

In Chinchiro the dealer rolls three dice first. Depending on the hand, the round can end right there without any player rolling. From strongest to weakest, Pinzoro, Arashi, Shigoro and a lone 6 win for the dealer immediately; a lone 1, No Point, Out of the bowl and Hifumi lose for the dealer immediately.

Here the dealer (you) rolled Arashi (6-6-6). Arashi settles the hand without any player rolling, so you collect straight from the player — the points they put in times Arashi's multiplier (3x by default).

Players only get to roll when the dealer's hand is a lone die from 2 to 5. Once you can read the dealer's hand at a glance, you know immediately whether the round is already over or the player still gets a turn.

Hifumi passes the dealer role

Lesson 2

Hifumi (1-2-3) is set as the weakest hand. If the dealer rolls it, the player doesn't need to roll at all — it's an instant dealer loss, and the dealer pays the player the points they put in times the payout multiplier (2x by default).

Here the dealer (you) rolled Hifumi. You pay the player the 20 points they put in times 2, or 40 points.

Rolling a losing hand (a lone 1, No Point, Out of the bowl, or Hifumi) passes the dealer role to the next seat by default (three hands with the same dealer also passes it on). When you see Hifumi, expect the seat next to you to become dealer.

Equal strength is a push

Lesson 3

When the dealer's and the player's hands are compared, an exact tie in strength is a push. The points put in stay where they are, and the game continues to the next hand.

Here the dealer (you) rolled a lone 5 (a matching pair plus a lone 5). The player also rolls a lone 5, matching your strength exactly, so there is no winner.

Strength within the same kind of hand still depends on the number: a lone 6 is stronger than a lone 5, and a lone 1 is the weakest of them. Only an exact match in strength produces a push.

Three misses is No Point, and the dealer passes

Lesson 4

If a throw matches no hand at all, the same player simply throws again — up to three throws per turn. Three throws with nothing matching becomes the hand called No Point.

Here the dealer (you) missed on the first and second throws, and the third throw also missed. With all three throws used, No Point is locked in.

No Point sits alongside a lone 1, Out of the bowl and Hifumi as a losing hand for the dealer. The player doesn't need to roll — it's an instant dealer loss, the dealer pays out the points put in, and the dealer role passes to the next seat.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

Last updated 2026-09-27 · Run by Qdan, Inc.