P O S T A L P E R U D O -- R U L E S 1. This is a postal game for probably five to seven players (possibly four or eight) who, I assume, know the rules of Perudo (aka Liar's Dice). Players should submit pseudonyms before play and not attempt to make contact with any other players in the game, though the identity of every player will be revealed at the end of the game. Any player not submitting a pseudonym will be allocated one, which will be the name of a game show host. 2. An order of play involving all the players in a random sequence is set for all the rounds within each game and strictly adhered to each turn. 3. The game consists of five rounds for each player involved in the game. One fifth of these rounds will see each player rolling one die, one fifth have each player with two dice, one fifth with three, likewise four and five. 4. Each round with the same number of dice is started by a different player. All the (5*number-of-players) rounds happen simultaneously, with one call in each every turn of the game; thus every turn each player is next to make a call in one of the games with one die each, in one of the games with two dice each and so on, though the rounds may end at different points. 5. Each player will be sent their own set of dice rolls for each round at the start of the game, which will be fixed for the rest of the game and cannot be changed. (Variant: players may elect to show that they have a certain number of dice of the type called and reroll all the others, though this may make the game rather longer and less suitable for postal play?) 6. In turn each player may either make a valid bid higher than all other bids made or challenge the last bid, for each round. 7. The dice are marked with 2,3,4,5,6,A. The Ace (or one) ranks highest, as in cards. The Aces are wild and can represent any number from 2 to 6, as in normal Perudo. Bids of Aces count double in value, as usual. Thus a bid of 12 "5"s is outranked by one of 12 "6"s, which is outranked by one of 6 Aces, which is outranked by a bid of 13 "2"s, and so on. 8. A player who NMRs on turn one will be ejected from the game; a player who NMRs on a later turn will make a bid of a number selected at random. The number bid will be more than the minimum necessary. If the last bid was 9 "6"s, a NMRing player would bid one of 11 "2"s, 11 "3"s and so on up to 11 "6"s or 6 Aces - chosen at random with equal probability. If the last bid was 9 "4"s, possible bids are 11 "2"s, "3"s or "4"s, 10 "5"s or "6"s or 6 Aces. If the last bid was 5 Aces, the next bid for a NMRer would be one of 7 Aces or 12 of one of "2"s to "6"s. Be warned, any strange-looking bid may have come from an NMRing player, who will bid at random - or it could have come from a non-NMRing player trying to be particularly tricky. NMRing players will be awarded one red N per offence, but their NMR will not be shown explicitly at the time in the results. 9. If it is your turn to bid on a round and you believe the last player's call was too high, you may challenge it; then all the dice held by all the players in that round are revealed, and the number of the type bid including wild Aces are counted up. The round ends at once and is scored as follows: If the bid was good and the challenge was bad (if there are at least as many of the type bid as the value of the bid) then the bidder earns a gold star and the challenger earns a black mark for that round. If the bid was bad and the challenge was good (if there were fewer of the type bid as the value of the bid) then the bidder earns a black mark and the challenger earns a gold star for that round. NMRing players will never challenge, but an obviously wild bid may have come from an NMRing player, which may give the following player a very easy chance to earn gold stars and give the NMRer black marks. 10 After all the rounds have been completed (I would expect some rounds of the game to be completed in two or three turns, the majority to take more like six to eight turns, and the last few tail-enders to take twelve or more) the number of black marks, gold stars and red Ns accrued by each player will be totalled up. The winner is the player who has earned fewest black marks. Ties will be split in the favour of the player with the most gold stars. Ties there will be split in the favour of the player with the fewest red Ns. If all three categories are tied, no further split occurs. 11 The decision of the GM is final. All rules are subject to the normal GIT house rules. Or would be, at least, if I had some. Use yer common sense!