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  Dudo

Gambling Guide

Dudo

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Dudo (Spanish I doubt), Cacho or Cachito is popular dice game played in Peru, Chile, Bolivia and other Latin American countries. This game can be played by two or more players and, basically, consists in guessing how many dice, placed under cups, there are on the table showing a certain number. The last player having a die is the winner.

Contents

Game play

Each player starts having five dice and a cup, which is used for mixing the dice and covering your dice from the other players. After deciding who starts the game (this can be done by making each player roll one die, for example), the first player tells how many dice are showing a number (for example, "five threes") and tells the next player (It doesn't matter if it's the one to the left or to the right) to increase, pass, equalize or doubt the announcement. Equalizing and doubting end the round.

  1. Increase: If the player wants to increase, he/she increases the number of dice (e.g. from "five threes" to "six threes") or the die number (e.g. "five threes" to "five sixes") or both.
  2. Pass: For passing, you need to have five different or five equal dice or a full house (e.g. 2,2,2,5,5). The next player announcement will be based on the player before the one who passed. You can, however, lie when passing, but the next player can doubt the pass (see below).
  3. Equalize: If he/she equalizes, this means that the player is sure that the previous announcement is the exact guess. The dice are shown. If the guess was correct, the player wins a die from the table (unless the player has five dice). If not, the player loses a die and puts it in the center of the table.
  4. Doubt: If the player doubts, it means that the player doubts about the correctness of the guess. The dice are shown and, if the guess is not correct, the previous player (who made the announcement) loses a die. If it's correct, the player who doubted loses a die. Also, a player can doubt the pass if the previous player passed. When doubting the pass, you lose a die if the player that passed had the requirement and you win if he/she didn't. After doubting or equalizing, a new round starts by the player that lost or won a die. The game continues until one player remains with dice.

The aces

In Dudo, the ace (die showing one) is a kind of Joker. When checking the dice, aces are counted as the dice that were announced if there's at least one die of the number announced (e.g. If the final announcement is "three twos", the aces are counted as twos if there's at least one 'true' two).

The aces have special rules when increasing. You can increase (actually, decrease) a number to ace by dividing the quantity of dice by two, rounding up if it's necessary. For example, "six twos" can be transformed into "three aces" and "eleven fives" into "six aces" (11/2 = 5.5, then, 6). Also, you can increase aces, but this is performed by doubling and adding one to the quantity of dice. Example: "Four aces" is transformed into "Nine (anything)" (2*4 + 1 = 9) or "two aces" are "5 (anything)" (2*2 + 1 = 5). Obviously, you can increase "three aces" into "four aces" as normally. These rules are not followed when the player who begins a round starts with aces. In those cases, the aces can be transformed into anything (including decreasing the number) by the next player. Then, the special rules are again used.

"Obliging" rounds

When a player that had two dice lose one, an "obliging" round is made (obviously, this player will start the round because of losing a die).

The rules in these rounds are different.

  • The aces don't count as jokers
  • No one can equalize or pass. The round ends when someone doubts.
  • Only players having one die can see his dice. Other players can't see them until the round is over.
  • When increasing, the die number can't be changed (i.e. "five fours" can't be increased to "five sixes").
  • Each player can "oblige" only once during the whole game. If the player wins a die by equalizing and then, he/she loses it, there's no "obliging" round.

The Dudo terminology in Spanish

These are the original names of the various "commands".

  • Cacho = cup
  • Paso = I pass
  • Dudo = I doubt
    • Dudo el paso = I doubt the pass
  • Calzo = I equalize (lit. I stick)
  • Obligo = I oblige

The dice number, even while playing in Spanish, have their special names. These names are given to avoid cacophony (for example, "seis seis" to call six sixes) and to "spice up" the game. The names can also have slight variants depending on the country and even the group of players.

Common dice number names are:

  • 1 = As (pl. ases)
  • 2 = Tonto (pl. tontos, lit. silly), pato (pl. patos, lit duck, a common drawing of a duck is based on a big number 2), don (pl. dones, lit. Mr.)
  • 3 = Tren (pl. trenes, lit. train)
  • 4 = Cuarta (pl. cuartas, lit. fourth), cuarto (pl. cuartos, lit. room), cuadra (pl. cuadras, lit. block)
  • 5 = Quina (pl. quinas, the word 'quina' in Chile and Argentina is used for saying 500 pesos)
  • 6 = Sexta (pl. sextas, lit. sixth), cena (pl. cenas, lit. dinner)

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Gambling Guide, by MultiMedia

This guide is licensed under the GNU Free Documentation License. It uses material from the Wikipedia.

 
 


 
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