Many board games use dice in their play, but there are lots
of dice games that are loads of fun in themselves. Dice make great travel
games, partly because they are small and versatile, but also because you
might have some in another game you are taking away.
Numbered dice are by far the most common but you can also
buy maths dice and specially printed dice such as poker dice and the cricket
dice game owzthat.
Dice also make fantastic party games because there are not
too many rules to learn, one favourite is the South American dice game
Dudo, a variation of this game has also been brought out under the name
Dudo is an ancient Peruvian game for two or more players.
It is best played with five or six. According to legend, King Atahualpa,
emperor of the Incas, refined the game to its present level of skill and
luck during his captivity after his defeat by the Spanish conquistadors,
led by Pizzaro, in 1532. A game of guesswork, bluff and of course, luck.
You have to estimate the total number of dice on the table that show any
The Rules to the dice game Dudo
Number of Players: 2-6
Game Duration: 20 mins
Players Aged 8+
You will need: 30 spot dice in 6 different colours, 6 dice cups, 1 drawstring
Dudo is a game of bidding, bluffing and luck. Players keep
their dice hidden and take it in turns to make a bid, guessing how many
dice have been rolled in total by all players. On each turn, players must
increase their bid - either to beat the previous players call or to force
the next player to make an unrealistic call. At any time a player can
be challenged - and if you are proved wrong, you lose a die.
To win you have to be the last player left in the game with any dice.
Everybody takes 1 dice cup and a set of 5 dice, all the same colour.
Determine who starts by rolling one die. Highest roll calls first, then
proceed clockwise around the table.
All players simultaneously shake their dice then up end their cups on
the table with the cup covering all their dice. Each player then secretly
looks at the dice they have rolled, using the cup to conceal them from
The roll of 1 on a die denotes an Ace or a ‘wild’ die.
The first player makes his/her call. This should be based on the total
quantity of a particular number they think has been rolled by all the
players. So you are guessing on the total on the table, not the dice in
your own hand.
Before making a call, bear in mind 2 things:
1. The total number of dice in play. It becomes more and more difficult
to remember as players lose dice.
2. All Aces are wild. This means that they can be counted as any number
on the dice. Wild dice make the quantity of a number more difficult to
guess. You may not begin a round calling Aces.
The player to the left plays next, there are 2 options:
1.To accept the call and make the next call- which must be of higher value.
2.To challenge the previous player by calling “Dudo”.
Making a higher call
A call of higher value is:
- the same number of dice but showing a higher value (so, a call of seven:3’s
is higher than a call of seven:2’s)
- the same value but a higher number of dice (so a call of seven: 2’s
is higher than a call of six: 2’s)
- at least half the number of dice previously called but showing an “Ace”
- so a call of four:1’s (aces) is higher than eight:2’s.
The previous player has called eight:4’s. The minimum subsequent
call is one of the following:
- Nine: 4’s
- Four: 1’s (aces)
Whenever a player believes that the previous call is impossible or unlikely,
they can challenge the call by shouting “Dudo” (“I doubt”
in Spanish). This allows you the chance to discover if another player
is bluffing instead of being forced to bluff yourself. Starting to your
left, each player in turn lifts his cup to reveal the dice concealed underneath.
All the dice that show either the last declared number or an Ace are counted.
For instance, if the challenged player called nine 5’s, then all
the 5’s and all the 1’s (aces) are counted. If there are nine
or more the call was correct and the challenger loses one die. Dice lost
in this way are placed in the drawstring bag in the centre of the table
where they will be hidden from sight. If fewer dice than the number called
are revealed, the challenge is proved right and the challenged player
loses a die.
The player who lost the previous call begins the next round. If you lose
your last die you are out of the game and the game continues with the
player to your left.
Continuing to Play
When following a player who has called Aces, you may either call a higher
number of Aces or revert to the other numbers (2 to 6), in which case
the amount you call must be at least double the number of Aces called
plus 1. A call of four Aces can be followed by a call of nine: 2's.
At any stage when it’s your turn you may chose to bluff. For example
when a player has called nine:4’s and you have neither 4’s
nor Aces and think it unlikely there are nine:4’s you can still
call ten: 4’s in the hope that the next player will call eleven:4’s
and be challenged.
“Palifico” - Play continues
until one player is reduced to one die. This person declares themselves
Palifico and automatically starts the next round. Aces are not wild and
can be called as if an ordinary number. Whatever the opening call, the
other players must call a higher quantity of the same number. Only another
player who also has only one die in a Palifico round is permitted to change
“Calza” - This
is an optional rule for advanced play. It allows any player except the
one whose turn it is to call, to declare the last call to be exactly correct.
When "Calza" is called the round is finished and all players
must reveal their dice, starting with the player who made the call. If
you have called "Calza" correctly and there is exactly that
number of dice, including Aces, you regain a die from the table (no player
can hold more than 5 dice). If wrong, however, you lose a die. The next
hand begins with the “Calza” player.