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#173460 - Fri Aug 24 2001 07:30 AM mexican game
ivo Offline
SJ'er with 200+ posts

Registered: Tue Nov 07 2000
Posts: 208
Loc: switzerland / solothurn
i played this shit last winter in hirafou (in wazzas world) with some aussie mates.
does someone of you remember the ruels??
i just know that we used 2 dice and we (or the others) get fu***n drunk...

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#173461 - Sat Aug 25 2001 10:11 AM Re: mexican game
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yo ivo - it's called mexicali and if i remember correctly (i was pretty smashed as well) you use two dice and it's a bluffing game. can't remember the rules but one person roles in the open, the other covers there's and then...shite i dunno i'm sure they have it on the AA homepage

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#173462 - Tue Aug 28 2001 11:34 AM Re: mexican game
will Offline
SJ'er

Registered: Fri May 10 2002
Posts: 1
Loc: Nagoya
Ah, memories of college. That's about all I remember - a game of mexicali and a sloppy senorita named Tara!

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#173463 - Tue Aug 28 2001 01:53 PM Re: mexican game
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wa?

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#173464 - Wed Aug 29 2001 06:25 AM Re: mexican game
Brock Landers Offline
SJ'er

Registered: Tue Aug 21 2001
Posts: 3
Loc: Oyama,Tochigi,Japan
poor old IVO, all e waynts iz de rulez to da mehxcikan game, knot two hier hoyw gouud it iz. suumbody tehll im de rulez!!!

------------------
Long & Strong.
_________________________
Long & Strong.

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#173465 - Fri Sep 07 2001 09:49 AM Re: mexican game
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I remember it being called "Mexican"; I found the basic rules on the web:

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 ...
etc. (highest 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 ...
etc.

Special case:
2 + 1 or 1 + 2 = Mexican(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" (i.e. bullshit).

The round ends and you start again when:

a. Someone calls a bluff - the liar has to drink.

b. Someone tries to call a bluff but is wrong - the accuser has to drink.

c. A Mexican (2 + 1) is rolled. A Mexican is unbeatable. No matter what happens after this, the round will end.

d. If the next player believes the roller really has a Mexican, and the roller really does - everyone drinks.

e. If the next player believes the roller really has a Mexican, but the roller does not - both players drink.

f. If the next player believes the roller does not really have a Mexican, but the roller really does - accuser drinks twice.

g. If the next player believes the roller does not really have a Mexican, and the roller does not - liar drinks twice.

h. Everyone has passed out. In this case the game does not start again.

We also had a variation called the "Flying Mexican"; this is when you claimed a Mexican without ever looking at the dice. If someone calls you a liar, but you do indeed have a Mexican, then the accuser has to chug a beer. If you claim it and it turns out you're were talking out of your ass, then you chug.

And of course, there are all sorts of on-the-fly rules like: must use your left-hand to shake the cup: "sloppy dice" - if you cause the dice to roll off the bar/table, you have to drink, etc. etc.

Hope this helps. Now who needs the rules for "3-Man"...

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