PayRoodo

Dice game from the Andes

 

 

 

 

 

 

 

A game of gambling, bluffing and luck!
PayRoodo™
The ancient dice game from the Andes

 

Payroodo™ is an old Peruvian dice game for two or more players. In the fifteenth century, the Incas already played it and it is still played all over Peru. Nowadays it’s even played in many Western countries, such as Spain. It’s a game of gambling, bluffing, and especially luck !

 

Goal of the game: To win this game you have to be the last player remaining with dice in your possession.

 

Game Contents: 30 PayRoodo dice in six different colors, 6 PayRoodo cups in different colors, one bag with tie string to hold cups and dice.

 

Preparation: To play PayRoodo, every player needs one cup and five dice of the same color. All players throw one die. Whoever throws the die with the highest points starts the game.

 

The Game: All players shake their dice in their cups at the same time and place their cups upside down on the table. The cup stays over the dice. Each player looks under his own cup to see what dice they have thrown and use the cup as a shield, so that other players can’t see.

PayRoodo dice have normal “dots” on five sides (from 2 to 6) On the sixth side you will see the head of an Aztec Indian (if you are playing with regular dice, the side with the “one dot” fulfills this function). This side of the die is the ace or the joker, also referred to as the “wild card”.

 

If you begin the game, you are allowed as first player to make a bid. Your bid is based on how many of a certain number you think have been thrown by all players together (for example, eight 5s). This is where the necessary experience (and luck) comes in. Before you make a bid, you should take into account two things:

1.      The total number of dice that are in the game.
WATCH OUT: during the game this becomes more and more difficult to keep track of as players lose dice with each round.

2.      All aces are jokers or wild cards. WATCH OUT: this makes guessing the exact number of dice for a particular number more difficult.

Example:
You throw two 4s, one 5, one 2 and one ace. With six players there are a total of 30 dice at the start of the game. Hence it’s very likely that there are about 5 dice of each number on the table.
Maybe you think that eight 4s is a good gamble, or you bid nine 4s, because you have two plus the ace. And that immediately makes it more difficult for the next player who has to bid higher than nine dice of any number.

 

 

It’s the next player’s turn: The player to the left of you now has his turn. She can choose to do one of two things:

 

1.      Believe your bid and make a bid herself – her bid has to be higher than yours

2.      Doubt your bid and yell “Doodo”

 

1.  Bidding Higher: If the next player wants to bid higher, she can do one of two things. Either raise the number of dice from the previous bid, or raise the number ON the die from the previous bid.

Example:
The previous player’s bid was eight 4s. You now have to bid either eight 5s or eight 6s (raise the number ON the die), or bid nine of anything (raise the number of dice bid).

You can also bid “aces”, but this gets a lot more complicated, and is explained under “Bidding Aces” later on. You are better off first learning the game without bidding aces.

2.  Yelling “Doodo”: If the next player doesn’t believe your bid, she can doubt your bid by yelling “Doodo” (which means “I doubt” in Spanish). This is the way to unmask a liar, instead of being forced to bluff on her own bid next.

Starting with the player to the left of the one that yelled “Doodo”, each player in turn lifts his cup and exposes his dice. A running count of the dice with the right number ON the die (including aces) is done out loud. If the count is equal or higher than the bid, then the doubt was unfounded, and the player who yelled “Doodo” loses the round and has to forfeit one of his dice. If the count is less than the bid, then the player who made the bid loses the round and forfeits one of his dice.

Example:
The previous player has bid nine 5s but you doubt it and yell “Doodo”. After counting all the 5s and aces, it turns out there are only eight. The player who made the bid (whom you doubted) loses one of his dice. Remember: if there had been nine or more 5s (and/or aces) on the table, YOU would have lost one of your dice.

After a player has lost a die the round is over and all players place their remaining dice back in the cup and throw their dice again, for the next round. The player who lost the previous round starts the next round (bids first).

 

Forfeited dice: When you lose a round, you forfeit a die, and must place it in the bag or under the lid of the PayRoodo game in the middle of the table, so that the forfeited dice are not visible. The game continues in a clock-wise direction, beginning with the player who forfeited a die last. When you lose your last die, you are out of the game, and the game continues with the player on your left.

 

The Winner: The game continues until only one player is left; that is, all the other players have lost all their dice.

 

Bluffing:  You can always bluff when it’s your turn to bid. If a player, for example, has bid nine 4s en you don’t have any 4s or aces yourself, you may think it’s highly unlikely that there are nine 4s in this round. Nonetheless, you can bid ten 4s in the hope that the next player will not doubt your bid and possibly bid eleven 4s (and be doubted by the player after him perhaps). Watch out however, your bid could be doubted too, of course !

 

Special Round “Paleefeeko”: When a player gets down to his last die (loses his fourth die), he must yell “Paleefeeko”. This gives you the right to begin a special round. During this special round whatever number ON the die that you bid, cannot be changed by any player, except those down to one die already.

Also, during this special “Paleefeeko” round, the aces are NOT counted as wild. Watch out: the odds change drastically when aces are not wild.

 

Example:
You yelled “Paleefeeko” because you lost your fourth dice on the previous round. On the next round you bid three 4s. The next player now has to bid four or more 4s. All following players (except those down to one die) must “follow suit” and bid 4s by raising the number of dice bid (or yell “Doodo” if they doubt a bid, of course).

 

While each player can only have one “Paleefeeko” round per game (the first time they are down to one die), during a “Paleefeeko” round, ANY player with only one die left is allowed to change the number ON the die during his bid. All other players must still “follow suit” with this new bid.

 

For example:

During a “Paleefeeko” round, the players bid:

Player 1 (one die left): One 2

Player 2 (more than one die left): Two 2s

Player 3 (one die left): Two 3s

Player 4 (more then one die left): Three 3s

Player 1: Three 4s

Player 2: Four 4s.

Note that players 2 and 4 must follow suit and cannot change the number ON the die during their bid.

 

Also note that since aces are not wild during a “Paleefeeko” round, you can bid aces as a “normal” bid (no doubling or halving).

 

Bidding aces: The ability to bid aces is part of the game, however it’s recommended that you first learn how to play the game without bidding aces. It’s possible to bid “aces” instead of a number ON a die.

*   If the previous bid was not aces, then you can switch to aces by bidding HALF of the number of dice bid previously plus one. If the previous bid was an odd number of dice, round up.

For example:
The previous player bid nine 4s. To switch to aces you would have to bid at least five aces. (half of nine is 4.5 rounded up to five)

 

*   If the previous bid was aces, you can stay with aces on your bid just by raising the number of dice bid.

For example:
If the previous bid was five aces, you can bid six aces.

If the previous bid was aces, you can also switch to another number ON the die, by bidding TWICE the number of dice bid previously plus one.

For example:
The previous player bid five aces; you could bid eleven or more 2s, or eleven or more anything (five times two equals ten, plus one equals eleven). You could also have bid six or more aces.

 

Advanced Rules

The advanced rules are for experienced players who want to add some extra challenges to the game. You are invited to make your own advanced rules to keep the game fresh.

 

“ExactoMundo”: With this advanced rule for experienced players, any player except the one whose turn is next, can yell “ExactoMundo” at any time if he/she thinks the bid matches EXACTLY what’s on the table. If someone yells “ExactoMundo”, the round is over and the normal dice counting is done. If the bid matches exactly what’s on the table (not one die more or less) then the player yelling “ExactoMundo” gets one of his dice BACK (assuming he does not already have all five). If the bid does not match exactly what’s on the table, that player loses one of his dice.

 

Rotating clock-wise then counter-clockwise: To make the game more interesting, players may agree that every round switches direction. Round 1 would go clockwise, round 2 counter-clockwise, and so forth.


Comments

What is a round ? A round consists of all players shaking and throwing their dice, after which players make bids one after the other, until the bid of a player is doubted. A round is over when a player yells “Doodo” (or “ExactoMundo” when playing advanced rules).

 

Showing your dice: When a player yells “Doodo”, the players to the left of him must reveal one after the other (in clockwise direction), their dice by lifting their cups. When the doubted number of dice has been reached (counted) before all players have had to lift their cup, the remaining players are under no obligation to lift their cups. Hence they do not have to show how many dice they have remaining, nor do they have to reveal their tactics, i.e. whether they were bluffing on their bids or not.

 

Bluffing: The art of this old Peruvian game is to know how and when to bluff. Experienced players will almost never call “Doodo” at the beginning of a round. They rather wait until the bid number is so high that they run the risk themselves of having their bid doubted.

 

Aces: Aces can be bid at any moment in the game, except by the first player in each round. Bidding aces can be useful when the number of dice bid is not high enough to doubt, but too high to continue raising.

 

Keep track of the number of forfeited dice: Forfeited dice are placed in the bag or under the lid of the game. You cannot see how many there are. Experienced players know exactly how many dice remain in the game. That’s how they can guess better at what the odds are for each bid.

 

 

 

 

 

 

 

© Copyright 2002 Pelt Industries.
All Rights Reserved.

PayRoodo™ is a trademark of Pelt Industries.