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Your first step into the world of "German games"
Bluff / Call My Bluff / Perudo / Liar's Dice
by Richard Borg
Bluff (box pic)
Bluff (board pic)
Bluff (aka: Lair's Dice, Call my Bluff, Perudo)
by
Richard Borg
art various
publish various
Players: 2-6
Duration: 15 mins.

PACE: Quick.
COMPLEXITY: Light. Game could be flulff, but the bluffing element is what makes this game some punch.
LUCK: Medium. This is a bluffing game, so really, nobody knows what anyone else has, a lucky guesses can win the day, although players can call conservatively and mitigate it somewhat.
TENSION: Medium. As with all good bluffing games, this one has you always second-guessing and hoping for the best
VICIOUS: High. One big bluff could sink a player in one turn -- which is half the fun of the game!
SOCIAL: High. Roll the dice keeps everyone social and trashtalking certainly works in a bluffing game.
VISUALS: Medium to Very Good. Various editions of the game, but FX Schmid one is the best, I think.
THEME: None.
GAMER APPEAL: High. As long as your group likes bluffing, this is one of the best gamer fillers around.
NON-GAMER APPEAL: High. Generally non-gamers like bluffing games as long as they are not too vicious, and this game plays quick too.
2 PLAYERS: Yes - medicore. This is not really much fun 2 players as the game works well when it's a bit noisy.
REPLAY: Good. It's short and bluff games tend to have higher replay value since players can play different styles every time.

I've played 30+ times.
Good with 4-6 players.

Best with 4 players.
Other games
by Richard Borg
Hera & Zeus
Wyatt Earp
Quick summary | Dice games are a dime a dozen, and usually involve too much luck. They can be fun, but it all comes down to the fates (think Bunco, Yahtzee, etc.) But here is a dice game with a twist: it doesn't really matter what you role, so much as what you make people think you rolled! Each player has their own set of 5 dice. Every players rolls simultaneously and keep their results hidden from other players. Then The fun begins. The starting players now makes a bid, say "five 5's". What he is saying is that out of all the dice rolled, including the ones that he has not seen, he believes there is at least five 5's that have been rolled. He may make that bid because he has three 5's and figures there will be at least two more out there -- or he may have no 5's and trying to raise the bid up to try and knock another player out. How? Well, after the call is made, play is moved to the next player who must now either riase the bid, or call the bluff. If she raises the bid, she must now go to six or more of some number. If she raises it to six 3's, then the next player could raise to six 4's or seven 3's (but not four 3's since that would decrease the bid.) The other catch is that the dice have six sides numbered 1-5 plus a star and star is a wild symbol meaning it counts for whatever the bid is. Players can also bid 'x' number of stars. Since players only have, at most, knowledge of five dice, bluffing is about 75% of the game. The rest is dumb luck. But that doesn't prevent this from being a very fun, very replayable filler game with broad appeal for anyone.
This page by Yirmeyahu Avery