Mexican is a form of Liar’s Dice. It can be played with any number of players. It requires 2 dice plus one for each player and an opaque cup (e.g. a solo cup).
Each roll uses two dice. For te most part, the order of the results is: pairs are highest (6-6, 5-5, 4-4, etc.), then the highest die (6-5, 6-4, … 6-1, 5-4, … 5-1, 4-3, …). For no obvious reason, however, the highest roll is a 2-1, which is called a “Mexican”.
Each player places a die turned to the number 6 in front of them. Pick a player to go first. The player (the roller) puts 2 dice in the cup, shakes it, then overturns the cup so that the 2 dice are hidden. The roller then slowly lifts the edge of the cup slightly so that everyone except the player to his left can see the dice. The roller then announces the result of the roll, either telling the truth or lying about the result. For example, if the result is a 4-3, which is a weak roll, the roller may say he has a 5-4 or higher to put more pressure on the next player.
The player to the left has to decide whether to believe or to disbelieve the roller. If the player disbelieves the roller, he lifts the cup to reveal the result. If the result is what the roller announced or is higher, the player to the left loses one point and turns the scoring die down one. If the roller is caught lying, he loses one point.
If the player to the left believes the roller, he slides the cup towards him and conceals the result, so that he never knows whether the roller lied or told the truth. He then rolls to the next player. He must call a result at least as high as the one he believed. For example, if the call was 6-2, he must call 6-2, 6-3, 6-4, 6-5, a pair, or a Mexican. He can look at the result before announcing the result (truth or lie) or can simply say “tie”, meaning he has the same result or higher.
If a player calls a Mexican (2-1), the stakes change. If the player to the left disbelieves the roller and the roller does have a Mexican, the player to the left loses 2 points. If the roller is disbelieved and was lying, he loses 2 points. The player to the left has the option of believing the roller. In this case, he loses one point and slides the cup towards him and conceals the result, so that he never knows whether the roller lied or told the truth about the Mexican.
Once a roll is challenged, someone loses points, and the challenger becomes the next roller. The roller now has a “free roll”, meaning that there are no constraints on what the roller can announce for the roll.
When a player loses all 6 points, he is out of the game. The last player remaining with points is the winner.
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