#173460 - Fri Aug 24 2001 07:30 AM
mexican game
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SJ'er with 200+ posts
Registered: Tue Nov 07 2000
Posts: 208
Loc: switzerland / solothurn
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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
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SJ'er
Registered: Fri May 10 2002
Posts: 1
Loc: Nagoya
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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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#173464 - Wed Aug 29 2001 06:25 AM
Re: mexican game
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SJ'er
Registered: Tue Aug 21 2001
Posts: 3
Loc: Oyama,Tochigi,Japan
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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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