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Quipse
Materials:
- 2 dice
- non-transparent cup
- alcohol
- at least 2 people
Rules:
- Players sit around the table and roll the dice in turn. When rolling, you use the non-transparent cup to "shield" the dice so no one else except you can see what you rolled.
- Dice scores are computed as follows:
- If the numbers on the two dice are different:
- 5 + 3 = 53
- 2 + 6 = 62
- 4 + 1 = 41 ...
(Hhighest number is always the first digit.)
- If the numbers on the two dice are the same:
- 1 + 1 = 110
- 2 + 2 = 220
- 3 + 3 = 330 ...
- Special case:
- 2 + 1 or 1 + 2 = Quispe (unbeatable)
- You always want to have a higher dice score than the player who rolled previous to you. If you don't have a higher score than you must "bluff."
The game ends and you start again when:
- Someone calls a bluff - the liar has to drink.
- Someone tries to call a bluff but is wrong - the accuser has to drink.
- A Quispe (2 + 1) is rolled. A Quispe is unbeatable. No matter what happens after this, the game will end.
- If the next player believes the roller really has a Quispe, and the roller really does - everyone drinks.
- If the next player believes the roller really has a Quispe, but the roller does not - both players drink.
- If the next player believes the roller does not really have a Quispe, but the roller really does - accuser drinks twice.
- If the next player believes the roller does not really have a Quispe, and the roller does not - liar drinks twice.
- Everyone has passed out. In this case the game does not start again.
Other Rules:
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