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Liar's Dice: Mexican Version

In the Mexican version of the Liar's Dice, you're not wagering cash, you're actually betting for your sobriety. The more you drink, the lousier your bluffs become. When you pass out, surely, you're out of the game.

The Mexican starts out with a player throwing 3 dice and concealing it with a cup, the result of which is unknown to the opposing players. The player who first rolled "tells" or "bluffs" the next player on the results of the dice. The next player believes the roller, or they don't. When they believe the roller, they take the dice and attempt to roll something from what was previously claimed. If he fails to top the dice face, he should bluff instead; if he can't bluff, he should take another roll. But to do so, he needs to take a drink first. On the other hand, if the player believes the roller is only bluffing, he lifts the cup to reveal the hand to follow either two results: if the roller was bluffing, he takes two drinks and the game resets. On the contrary, the player swigs two drinks if the roller was telling the truth.

"Ice hands" is called by using the 3-digit numbers on the dice hand, always from highest to lowest number (e.g. if you rolled a 2, 4 and 3, the value should be 432). To beat the roll, the next roller should get 433 or higher.

The second highest hand is three-of-a-kind, the first being the Mexican. The value of a three-of-a-kind is added with a 0. Thus, when you roll three fours that would amount to 4440; when you get three ones, that's 1110, which beats a 993.

When you dice a 1, 2 and 3, that's a Mexican. When your opponent gets a Mexican, he reveals the 1 out from the cup and places it in front of you. However, this could be a bluff. If you believe him, you should place the die on top of the dice cup, toss that die in the air, and flip the dice cover to catch the die. If you caught it, you roll one die and take a drink, according to the result of the die. If you didn't catch it, roll two dice and take a drink, according to the results. On the other hand, if you don't believe your opponent got a Mexican, he should lift the cup to show the dice hand. If the opponent was only bluffing, he should toss, catch, and roll one die to determine the number of drinks he should take. If he doesn't catch it, he rolls two dice. If the opponent really made a Mexican, you do the same toss, catch and roll, except this time, you double the result. So if your drink is Tequila and you flipped two sixes, you'd surely pass out before reaching your 24th swig.

 
 
 

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