Quipse

Materials:

  • 2 dice
  • non-transparent cup
  • alcohol
  • at least 2 people

Rules:

  1. 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.
  2. 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)

  3. 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:
  • If a player says the lower number before the higher number (eg: 34 instead of 43), he/she drinks.
  • If a player says 33 instead of 330, or 44 instead of 440, etc., he/she drinks.