Cheating Dice Chinese Game
Backward Auction, California Swap, Chinese Auction, Chinese Christmas, Cutthroat Christmas, Devil’s Santa, Dirty Christmas, Dirty Santa, Dirty Secret Santa, Grinch Exchange, Gift Grab, Left Right Exchange, Nasty Christmas, Parcel Pass, Pollyanna Swap, Redneck Santa, Rob a Santa, Rob Your Neighbor, Scotch Auction, Scottish Gift Exchange, Snatchy Christmas Rat, Steal-a-Thon, The Grinch Game. Mahjong is an enormously popular Chinese game of strategy, skill, and summation. The classic version of the game uses 136 tiles and requires you to make identical sets from these tiles. Like our other online memory games, Mahjong is also an excellent game to play if you're looking to improve your memory skills! Mahjong is a popular Chinese game played with sets of tiles. Like many popular games, mahjong has many regional variations, from the Chinese prevailing wind system to American mahjong with special bingo-like scoring cards. These rules will focus on the most basic rules of mahjong, which are the same across most other variants. Here is the most popular Pinoy perya game - Color Game Land! The best color game app for every Filipino to enjoy authentic fiesta experience. MAIN FEATURES.Play with Millions of Real Players. Just drop your coins and make the colored cube roll, enjoy authentic carnival experience. No matter on gold table or in club, you can challenge with real players. Western dice are usually right-handed, but Chinese dice often use the opposite arrangement. Chinese and other Asian dice also differ from Western dice by the size and position of the dots - they typically have a very large red dot for 1 and the 4 dots are red too. The 2 dots are usually parallel to a cube edge rather than diagonal.
Chinese Gift ExchangeSupplies: Wrapped gifts, budget limit, paper and pen
Many people think that a Chinese Gift Exchange and a White Elephant Gift Exchange are the same, well they are not! While the general gift exchange is similar, the meaning behind a Chinese Gift Exchange and other aspects of the gift exchange are different.
Based on our findings the Chinese concept of destiny plays into the Chinese Gift Exchange and as a result the gift you end up with is the gift you are meant to receive. In a sense, your gift was destined to be your gift all along and the playing of the game was just the path that your present took to arrive in your hands.
And since your gift is meant to be yours, there is no reason to unwrap the gift during the Chinese Gift Exchange until the game is over.
The thought behind the gifts in a Chinese Gift Exchange is different to as they should be less novelty and gags gifts and more life, reward and joyous gifts. However you can choose to adapt the Chinese Gift Exchange to your holiday party as you see fit. My airport city game cheats.
Rules & How to Host a Chinese Gift Exchange1. Send out an invitations letting guests know that there will be a Chinese Gift Exchange.
2. In this Invitation include the follow:
How much should be spent on the holiday gift; $10, $20 or other amount.
If there is a Gift Exchange Theme provide that information
Make sure they know that gifts should be wrapped but with no gift tags (To / From) on the gift.
3. Have guests bring in gifts for the Chinese Gift Exchange on the day of the event.
4. Designate an area for guests to drop off gifts; by the tree, office, storage room, etc…
5. When you are ready to start the Chinese Gift Exchange bring out the gifts and confirm that everyone in the gift exchange is there and has brought a gift.
6. Determining the Gift Picking Order
a. Count how many people are in the gift exchange and place that many numbers in a bowl.
So if you have 10 people you’ll use numbers 1 through 10 and more for larger groups.
b. Now going around the room and have everyone draw a number from the bowl.
c. The person with #1 goes first in the Chinese Gift Exchange and the person selecting the highest number goes last.
7. Chinese Gift Exchange – Gift Selection, Stealing and Keeping a Gift / Safe Gifts
a. The person with #1 goes first and selects a gift from the gift pile. Do Not Unwrap the Gift!
b. Then it’s #2’s turn, where they have the option to: Select a Gift from gift pile or taken the gift that person #1 selected.
– If person #2 takes the gift from person #1 then person #1 must select a new gift from the gift pile and keep it.
– If person #2 selects a gift from the gift pile, they hold on to it.
c. Then person #3 goes and the process continues of taking or selecting gifts.
– If person #3 takes person #2’s gift then person #2 (the giftless person) has the choice to take any gift other then the one taken from them or safe gifts or choose from the gift pile.
– Note: This can get pretty intense once you get into the gift exchange.
Taking / Stealing Gifts
Gift taking can be a touchy subject during gift exchanges so we recommend you clearing state the rules before you begin.
a. When it is a player’s turn they can take any gift (except safe gifts) from any player or select from the gift pile.
b. However the person that has their gift taken can only take gifts from players and gifts from the gift pile. They can not take back the gift from the person who just took their gift and they cannot take safe gifts.
Keeping a Gift / Safe Gifts
In most cases, Chinese Gift Exchanges include rules on safe gifts. A Safe Gift means that the person holding that gift gets to Keep that Gift and the present can not be taken. This is less of an issue during a Chinese Gift Exchange because the gifts are not unwrapped and participants don’t know what they are taking. However big gifts and identifiable gifts by the packaging like bottles of wine tend to be taken many times.
In most Chinese Gift Exchange parties we have attended a gift can be stolen 3 times and then it if safe.
Example:
i. Sally picks a gift from the gift pile.
ii. Joe takes the gift from Sally – 1 Steal
iii. Tonya then takes the gift from Joe – 2 Steals
iv. And then Adam takes the gift from Tonya – 3rd Steal
Adam’s gift is now SAFE (and that is the gift he ends up with)
3 Steals seems to work well, but you can opt for more if you wish.
With groups of 15 or less it is pretty easy to track how often a gift has been taken, for larger groups consider placing 1 and 2, 3 stickers on gifts as they move around, this way participants know quickly how often a gift has been taken or if that gift is safe.
8. End of the Chinese Gift Exchange
a. When you get to the last person, they can either choose the remaining gift or take a gift from someone else.
If a gift is taken, then the gift taking continues until the last gift is selected and the Chinese Gift Exchange is over. All guest may now unwrap their gift and see what they received.
b. Gift Exchange End of game Twist
The first person to select a gift is often in a bad position as they did not have a chance to take any gifts. This end of game option changes that and puts all players in suspense.
How to play the Twist: Before the game announce that there is a twist, once all the gifts have be selected you will announce the Chinese Gift Exchange twist.
For fun type up the Twist and place in a sealed envelope for dramatic effect and once the last gift has been selected pull the envelope out and read.
If the 1st person does not have a Safe Gift at this time, then they may Trade for any available gift!
The twist is good for one Chinese Gift Exchange but not every year.
Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception.
In 'single hand' liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see (their hand) plus all the concealed dice (the other players' hands). In 'common hand' games, there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled.
The genre has its roots in South America, with games there being known as Dudo, Cachito, Perudo or Dadinho; other names include 'pirate's dice,' 'deception dice' and 'diception.' The drinking game version is sometimes called Mexicali or Mexican in the United States; the latter term may be a corruption of Mäxchen ('Little Max'), the name by which a similar game, Mia, is known in Germany, while Liar's dice is known in Germany as Bluff. It is known by various names in Asia.
Single hand[edit]
Five dice are used per player with dice cups used for concealment. X men origins wolverine game cheats ps2.
Each round, each player rolls a 'hand' of dice under their cup and looks at their hand while keeping it concealed from the other players. The first player begins bidding, announcing any face value and the minimum number of dice that the player believes are showing that value, under all of the cups in the game. Ones are often wild, always counting as the face of the current bid.
Turns rotate among the players in a clockwise order. Each player has two choices during their turn: to make a higher bid, or challenge the previous bid—typically with a call of 'liar'. Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used. There are many variants of allowed and disallowed bids; common bidding variants, given a previous bid of an arbitrary quantity and face value, include:
- the player may bid a higher quantity of any particular face, or the same quantity of a higher face (allowing a player to 're-assert' a face value they believe prevalent if another player increased the face value on their bid);
- the player may bid a higher quantity of the same face, or any particular quantity of a higher face (allowing a player to 'reset' the quantity);
- the player may bid a higher quantity of the same face or the same quantity of a higher face (the most restrictive; a reduction in either face value or quantity is usually not allowed).
If the current player challenges the previous bid, all dice are revealed. If the bid is valid (at least as many of the face value and any wild aces are showing as were bid), the bidder wins. Otherwise, the challenger wins. The player who loses a round loses one of their dice. The last player to still retain a die (or dice) is the winner. The loser of the last round starts the bidding on the next round. If the loser of the last round was eliminated, the next player starts the new round.
Variants[edit]
- Instead of the current player being the only one who can raise the bet, challenge (or 'call up') the previously-made bid, any player may raise or challenge a bid at any time. The first challenge made ends the round, and the challenger closest to the current bidder in the direction of play has priority if multiple players challenge at the same time.
- If played with the above variant, the player who made the last bid may count aloud from 1 to 10. If he reaches 10 with no one challenging or increasing the bid, the round ends with that player earning back a die. A player may have more than 5 dice that way, and any player who reaches 10 dice that way wins the game.
- With the above-mentioned variants, some players may stay quiet and win easily. To avoid that, the following rule may be added: Each time a player loses a challenge, he loses a die normally, but the two players sitting to their left and right lose a die as well (unless one of them was the player to win the challenge).
- Another solution to the above-mentioned variants is to force all players to choose a side: Each player holds a two-sided item (preferred a coin or a card), and decides which side means 'true', and which means 'lie'. When a player challenges, all players must join the challenge, placing their items on the table on either 'true' or 'lie', hidden beneath their hands. Once all players have joined, the items are revealed and the table is divided into players who support either side of the challenge. Every player on the losing side loses a die at the end of the challenge.
- With some bidding systems, a player may elect to choose one or more dice of matching value from under their cup, place them outside the cup in view of the other players, re-roll the remaining dice, and make a new bid of any quantity of that face value.
- When a player has no two dice with the same face, he may choose to pass once in a game round. If he does so, the bid will not be raised. The next player can raise the bid using standard rules, or call the bluff. By doing so, he challenges the claim of the passing player having no two dice with the same face. This is commonly used in multi-round games where dice are removed from the game, as it helps players with few dice left to gain more information about the other dice without risk.
- If a bidder is challenged, yet their bid was 'spot on', they may win back a die.
- Instead of raising or challenging, the player can claim that the current bid is exactly correct ('Spot On'). If the number is higher or lower, the player loses to the previous bidder, but if they are correct, they win. A 'spot-on' claim typically has a lower chance of being correct than a challenge, so a correct 'spot on' call sometimes has a greater reward, such as the player regaining a previously lost die or all other players losing a die.
Elements of strategy[edit]
Cheating Dice Chinese Games
As with any game of chance, probability is highly important. The key element is the 'expected quantity': the quantity of any face value that has the highest probability of being present. For six-sided dice, the expected quantity is one-sixth the number of dice in play, rounded down.[citation needed] When wilds are used, the expected quantity is doubled as players can expect as many aces, on average, as any other value. Because each rolled die is independent of all others, any combination of values is possible, but the 'expected quantity' has a greater than 50% chance of being correct, and the highest probability of being exactly correct. For example, when 15 dice are in play and wilds are used, the expected quantity is 5. The chances of a bid of 5 being correct are about 59.5%; in contrast, the chances of a bid of 8 being correct are only about 8.8%.
Cheating Dice Chinese Game Show
However, a high bid is not necessarily incorrect, because bids incorporate information the player knows. A player who holds several dice of a single value (for instance, four out of the five dice in their hand are threes) may make a bid, with fifteen dice on the table, of 'six threes'. To an outside observer who sees none of the dice, this has an extremely low probability of being correct (even with wilds), however since the player knows the value of five of those dice, the player is actually betting that there are two additional threes among the ten unknown dice. This is far more likely to be true (about 40%).
Each bid gives others at the table information. Players, through subsequent bids, reveal the players' confidence in the quantity of each face value rolled. A player with two or three of a certain face value under his or her own cup may make a bid favoring that face value. Players can thus use these bids to build a mental picture of the unknown values, which either strengthens or weakens their confidence in a bid they are considering. Others may consider a bid as evidence it is true, and if their own dice support the same conclusion, may increase the bid on that face value, or if their dice refute it may bid on a different face, or challenge the previous bid.
Conversely, bids can also be bluffs. Bluffs in liar's dice can be split into two main categories: early bluffs and late bluffs. An early bluff is likely to be correct by simple probability (depending on the number of players), but other players may believe the bidder made that bid because his or her dice supported it. Thus, the bluff is false information that can lead to incorrect higher bids being made on that face value. Players will thus attempt to trick other players into overbidding by use of early bluffs to inflate a particular face value. A late bluff, on the other hand, is usually less voluntary; the player is often unwilling to challenge a bid, but as a higher bid is even more likely to be incorrect it is even less appealing. A late bluff is thus a critical part of the game; convincing bluffs, as well as reliable detection of bluffs, allow the player to avoid being challenged on an incorrect bid.
Playing Liar's dice involves interpersonal skills similar to other bluffing games such as poker. Being able to reliably detect bluffs through giveaways, or 'tells', and analyzing a player's bidding history for patterns that can indicate the likelihood of a bluff, are important skills here just as in poker.
Dice odds[edit]
For a given number of unknown dice n, the probability that exactly a certain quantity q of any face value are showing, P(q), is
Where C(n,q) is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution.
For the same n, the probability P'(q) that at least q dice are showing a given face is the sum of P(x) for all x such that q ≤ x ≤ n, or
These equations can be used to calculate and chart the probability of exactly q and at least q for any or multiple n. For most purposes, it is sufficient to know the following facts of dice probability:
- The expected quantity of any face value among a number of unknown dice is one-sixth the total unknown dice.
- A bid of the expected quantity (or twice the expected value when playing with wilds), rounded down, has a greater than 50% chance of being correct and the highest chance of being exactly correct.[1]
Common hand[edit]
The 'Common hand' version is for two players. The first caller is determined at random. Both players then roll their dice at the same time, and examine their hands. Hands are called in style similar to poker, and the game may be played with poker dice:
- Five of a kind: e.g., 44444
- Four of a kind: e.g., 22225
- High straight: 23456
- Full house: e.g., 66111
- Three of a kind: e.g., 44432
- Low straight: 12345
- Two pair: e.g., 22551
- Pair: e.g., 66532
- Runt: e.g., 13456
One player calls their hand. The other player may either call a higher-ranking hand, call the bluff, or re-roll some or all of their dice.[clarification needed] When a bluff is called, the accused bluffer reveals their dice and the winner is determined.[2]
Drinking game version[edit]
The first player rolls two dice under a cup and claims a roll. Most claims are scored by reading the higher die as the 10s place and the lower as the 1s, e.g., a roll of 1 and 4 is read as '41'. Doubles are higher than '65', and what would be the lowest roll 2-1, is a 'Mexican' and higher than 6-6.
Special rolls:
- 3-1 Social (everyone drinks, cancel all previous rolls, roll again to open)
- 3-2 Reverse (change direction and previous player drinks one sip, cancel all previous rolls, roll again to open)
- 2-1 Mexican (if the cup is lifted revealing a Mexican, the incorrect challenger drinks twice, if the player does not challenge, the player must still drink, since nothing is higher than Mexican)
The next player may do one of two things. If he believes the roller, he simply takes the dice (without looking at the result), rolls, and claims a higher scoring roll. If he does not believe the roller, the cup is lifted, revealing the roller's hand. Either the bluffer or incorrect challenger must drink.
Commercial versions[edit]
- 1987 Liar's Dice - by Milton Bradley and designer Richard Borg.
- 1993 Call My Bluff, by FX Schmid and designer Richard Borg, won the 1993 Spiel des Jahres and Deutscher Spiele Preis awards.[3]
- Dudo, also known as Perudo
See also[edit]
References[edit]
- ^Ferguson, Christopher P; Ferguson, Thomas S. 'Models for the Game of Liar's Dice'(PDF). University of California at Los Angeles. Retrieved 16 January 2013.
- ^Hoyle's Rules of Games, Third Revised and Updated Edition. Albert H. Morehead and Georffrey Mott-Smith - Revised and Updated by Philip D. Morehead
- ^1993 Spiel des Jahres
External links[edit]
- Liar's Dice at BoardGameGeek