Perudo

I was introduced to a new game this weekend. It’s called Perudo, sometimes known as Liar’s Dice; you might know it as the dice game they’re playing in Pirates of the Caribbean 2. Evidently there are some other, somewhat more complicated rules that some people play by, but these rules are simple and fun. Try it. The strategy is surprisingly deep and like the Forehead Game, it plays better than it reads. It feels like a more strategic version of the Science Bowl-favorite card game BS.

Players: 2-8 or so, but 4-6 is probably best.

Equipment: Each player needs 5 6-sided dice and a small, opaque cup.

Play time: 20-30 minutes. With more than 6 players, you might want to reduce the starting dice to 4 for everyone to speed the game up.

Play: Choose at random a player to start. Then each player rolls the dice by shaking them in the cup and then turning the cup facedown on the table. The starting player names a number and a rank of dice, for example, “two fives.” This is a statement that the player thinks that between all the players’ collective dice, there are at least two fives. Ones are wild and count as everything.

The next player clockwise must make a similar call, but must increase either the rank of the dice at the same number (“two sixes”) or increase the number at any rank (“three twos.”)

If you bid ones, the bid counts as double in number. For instance, “three ones” can be called over “five sixes” and the next player needs to call at least “six twos.”

After any call, any player may accuse the caller of bluffing (say “lies,” “I doubt it,” “BS,” or somesuch.) When this happens, all players reveal all their dice, and determine whether the call was good (there were at least the called number of the given rank) or bad. If the call was good, the accuser loses a die. If the call was bad, the bluffer loses a die. Then all players reroll their dice and a new round begins, starting with the player who lost a die. Note that the number of dice available in the game steadily decreases as time goes on.

When a player has no dice remaining, that player is eliminated. The last player with any dice remaining is the winner.

Basic Strategy: Your calls don’t have to have anything to do with the dice you can see. As long as nobody is likely to bother accusing you, why give away information? Also, just because you think someone is probably bluffing is no reason to call them on it. Let someone else take that risk if they feel like it. The only reason you should accuse someone of bluffing is that you don’t expect to have a believable call to make on your next turn. Most often, you should probably be calling the person immediately counterclockwise to you, unless the second person back makes a call you believe to be very unlikely and you think the immediate person back has a chance of making a better call.

When it gets down to two players, the strategy gets weird and I don’t understand it very well yet.

Commentary

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  1. 1. October 8th, 2006

    Is there a reason to call the person Windershins to you, other than it gives the most time for someone else to call BS?

    MJB
  2. 2. October 8th, 2006

    (For those who don’t know, windershins = counterclockwise; I’ve more commonly seen “withershins” or “widdershins”)

    If there are four or more people, you would have to be in a truly weird situation to accuse the person right behind you of bluffing. With three, it might make sense if they make a call you suspect to be particuarly bad.

    Rob Herman
  3. 3. October 9th, 2006

    Interestingly, I read an article just after Pirates 2 came out on this game - apparently the screen version did not have wild ones, and this changes the strategy considerably (though it was a while ago, so I couldn’t say how).

    Said article also explained how the pivotal game in the movie was actually played very poorly by Bill Turner (the elder). Needs of the plot, though, and all that.

  4. 4. October 9th, 2006

    Keep in mind a few things when considering if you should call out a person who is not immdiately to your right:
    1) If someone else calls them out they are at risk not you.
    2) If someone else does not call them out they will have to make higher bids which are more likely to be “lies”
    (Rob already mentioned these but they are important enough to repeat)
    3) Also keep in mind that (from what I have seen) being sooner in the play order is more advantagous, however it is not worth losing a die obviously. Thus by calling the person on your right you ensure that you will get to bid either first or second in the next round.

    John
  5. 5. October 9th, 2006

    The elder Turner, of course, had to play around the fact that his son wasn’t really playing to win…

    Also, the game they played in the movie was an all-or-nothing variant, not the one-die-at-a-time attrition game, which admittedly would have made for a terrible scene.

    Rob Herman

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