Please note: we recommend you also view how to setup a game of Perudo Santaba and our brief explanation of the game controls... Quicklinks
Basic rules for Perudo Santaba, Perudo, Liars' Dice, Liari, Dudo and Cachos: Saluting Before players touch their die or cups it is customary for players to salute each other (and a required protocol for more unproven players to salute their 'betters'). The traditional salute is 'Contemplarturi te saluttant' though players may often agree an acceptable but more informal salutation between themselves. See Advanced Perudo Santaba rules and terms for more information on saluting and protocols. Rolling to see who bids first Players start with a beaker and five dice of their chosen colour. To begin the game, all players roll a single die to see who will bid first. The player with the highest die wins the right to bid first. In the event of a tie, the players who tied roll again. If a player mistakenly rolls *all* their dice at this time, they lose their right to roll in this section of the game.
Example 1: Who goes first? Rolling Once the play order has been decided, all the player's roll their dice together by upturning their beaker and using it to shield their dice from the other players to keep the dice values secret. Players should not touch their dice once they have rolled and should always give the dice a good shake before rolling (See Tossa). Bidding - Bidding rounds and Doodoo
Each player then it takes it in turn to bid for the duration of the round or until they are out. To bid, a player must state a dice-quantity and a die face-value (an example bid is "three two's").
When they bid players must estimate the *total number* of dice in play which have a specified face-value (i.e. not just the players' own dice,
but those of all the other players' dice as well). They should then try to call either this value or a lower quantity. Bidding - Doodoo and the end of the round When a player calls Doodoo the round ends and *all* the players reveal *all* their dice. If the challenged bid was valid the player calling Doodoo loses a die. If the challenged bid was insufficient, and the Doodoo was justified, the player entering the false bid loses a die. The next round starts, the players shake and roll their remaining dice and the player who has jsut lost a die leads the bidding. If the player has lost all their dice then they are out, and the next player begins the bidding.
Example 2: Basic bidding & Doodoo Bidding - Wild Aces and Ace bids
To make things a little more interesting, any aces (ie dies with a face-value of One) are considered wild. i.e. Any aces in any player's hand
are also counted when totting up the number of die with the face-value called by the current bidder. E.g., if three players each have an ace and each player also has a single two, if a bid of
6 x 2 is called (i.e six Two's) the bid is actually correct, as the aces, in their capacity as wild die, are also counted as Twos. Bidding - Ace conversion
If a player wishes they can also make a bid in aces. Ace bids need only reach half the quantity of the previous bid. E.g. A bid of
2 x 2 can be legitimately followed by a bid of 1 x Ace. Where the previous bid quantity is an odd number, the ace bid must be half of the
next even quantity. E.g. A bid of 3 x 4 would have to be followed by a minimum ace bid of 2 x Ace. If a player is following an ace-bid and
wishes to convert to a higher die face-value, they must call twice the number of aces in the preceeding bid plus one. E.g. A bid following an
ace-bid of 3 x Ace, would need to be at least 7 strong, e.g. 7 x 4. There is no restriction on how many times bids may convert to and from ace-bids, but they must meet this rule each time.
Players can not bid in aces when they are making the opening bid unless it is a Calzone round.
Example 3: integrating ace-bids Bidding - Calzone rounds When a player has lost a die in the immediately preceeding round and they have only one die remaining in play, they may call Calzone. When Calzone is called the round is subject to slightly different rules:
It is common for (even great) players to think *too* hard about their call in a Calzone round and then make an erroneous bid by changing the face-value of the call. This is known as a Tabba and if noticed the offending player immediately forfits the round.
Example 4: Calzone rounds
Example 5: Calzone round - Making a Tabba Bidding - Jonti If a player makes a bid and another player believes that this bid actually reflects the *exact* quantity of the specified die face-value in play, then they should call Jonti. When Jonti is called, the round ends and all the dice are revealed. If correct, the player calling Jonti is awarded a die, bringing it back in to play. If incorrect, the calling player loses a die. E.g. If Player A makes a bid of 3 x 2 and Player B calls Jonti, it is only a correct call if there are *exactly* 3 x 2 (including any wild aces that are in play). No player can have more than the maximum five die in play (and so Jonti should only be called by a player who has less than five die in play)! Jonti must be called *before* any subsequent bid is placed, and Jonti can not be called by an adjacent player i.e. when the bid has been made by the player preceeding you. Hence, Jonti can never be called in a two person round. A successful call of Jonti has an added bonus as the player also starts the bidding in the next round.
Example 6: Jonti Advanced bidding, rules, terminology and protocols The scenarios above may seem hard to visualise but playing through these hands will quickly familiarise you with the basic rules of play and will be enough to get you started on your own games. After a few games you may find there are certain common situations that you need more guidance with. At this point you can introduce the more advanced terminology and official protocols of Santaba; these are not hard to pick up once familiar with the game's basics and help enhance the game. |