Perudo game

Perudo Rules

Perudo is a game of guessing, chance and bluffing. It is an old Peruvian dice game that is played between 2 to 6 players, from 10 years old.

Contents of the Game

  • 30 dice of 6 different colors
  • 6 cups
  • 1 cup lid
  • 1 fabric purse
  • 1 rule book

Objective and Principle

  • Be the last player to have dice by making your opponents lose theirs.
  • To do this, in each round, you will estimate the number of dice of the same value on the table.

Setup

  • Choose a color.
  • Take five dice and a cup of that color.
  • Place the cup lid in the center of the table. It will serve as a platform for the rolled dice.
  • Every player will roll two of their dice. The player with the highest number starts the game.
  • Play moves in a clockwise direction.

Gameplay

  • All the players roll their dice at the same time. Here is a description of what a round looks like:
  • All players lace their dice in the cup and shake it!
  • The cups are then placed on the table.
  • The players secretly look at the number they rolled, but they should be careful, they must not change the position of the dice.
  • The current player will then make a call.

The Call

  • The player will call a value and the number of dice that displays this value around the table. (Example: “There are four dice showing 2 around the table.”)
  • Note: In some versions of Perudo, the 1s on the dice are replaced by Jokers.
  • The Joker is wild and can represent any value.

The Next Player

  • The call made by the previous player may be a bluff.
  • The next player therefore has two choices:
  1. Make a better guess
  • Either by increasing the value of the dice, (Example: “There are three dice showing 5 around the table.”)
  • Or by increasing the number of dice. (Example: “There are five dice showing 2 around the table.”)
  1. Call “dudo”
  • If the next player believes that the previous player is bluffing, they can call out “dudo”.
  • All dice are then revealed.
  • Jokers and dice with the bid value will be counted.
  • If the accusation is correct, the accused player loses 1 die which will be placed under the cup lid.
  • If the accusation is false, the accuser loses 1 die.

A New Round

  • The player who lost 1 die starts the next round.
  • If a player loses all their dice, they are eliminated. In which case, the player on their left will start the next round.

Special Occurrences

Making Calls on the Joker

  • It is possible to call the number of Jokers, but under certain conditions:
  • Do not make the call during the first round.
  • The number of dice called must be at least equal to half the number of dice called the previous round.
    Example: Round 1: the call was five dice showing a value of 3 around the table.
    Round 2: the call can be that there are three Jokers shown around the table.

   Making Another Call on the Joker

  • Making a call after the original one on the Jokers can be done in two different ways:
  • It can be a higher number of Jokers

Example: Round 2: “There are three Jokers on the table.”

      Round 3: “There are eight Jokers on the table.”

  • It can be changed to a call on numbers by calling a number of dice worth double + 1 of the number of Jokers previously called.

Example: Round 2: the call was that there are 3 Jokers on the table.

      Round 3: the call can be that there are 7 (i.e. 3 * 2 + 1) dice with a value of 4 on the table.

Palifico

  • A player announces “Palifico” when they have only one die left (because they had two dice the previous round, but then lost their second die, leaving them with only one).
  • That player has to make a call.
  • During this particular round, the Jokers are not wild, this means that they are considered 1s.
  • The called value cannot be changed by other players.

Calza

  • Any player can announce “Calza”.
  • This implies that the last player to make a call is strictly correct.
  • All cups are lifted and all dice are revealed.
  • If at the end of a Calza it turns out that the player who called “calza” was correct, they can reobtain a die that’s under the cup lid.
  • Otherwise, they lose 1 die.