BULLSH*T
Setup
pair of dice and a shaker or a cup, 3 or more people
Rules to drink by
scoring
rolled dice values;
take higher of the two dice use for 1st digit.
example; a rolled 3&4 would = 43 ,,, a 5&6 would = 65 etc.
doubles: a pair of ones would equal 100, a pair two’s would equal 200, holds true all the way thru 600
absolute best roll
600 is the next to best roll you can cast, a 2&1 21 is the best roll. It is unbeatable, but it can be tied.
Game
sit in cirle first player shakes dice in cup, slaps inverted cup to table, tips cup up on edge so no one else can see dice, reads dice and calls out his/her score.
the next person in the circle must try to roll a higher score, if they don’t they have to bluff.
before the dice are passed to the next person, that person has two choices!
choice #1
they will decide if the score that was called was the truth, in which case they would say, I CAN BEAT THAT”. at that point the roll would come to them and they would have to beat the new high score
choice #2
OR, they might think the player was BSing them and call BULLSH*T
dice are then shown, if the dice equal what was called the person who called BULL must drink
however if there was some deception going on the BSer must drink
if some one calls a 21 and the next person in turn doesn’t think it was a bluff, they can try to tie it by rolling a 1&2, if thet don’t hit it they would bluff by calling 21
now the next person in turn isn’t going to buy that in a million years, so they would call BULLSH*T
you should hear drunken laughter when the cup is lifted and there is a 21 ,,, the person who called BULL has to drink
the cup and the dice travel clockwise person to person until there is only one person left, that would be the winner
ALTOUGH THE NEXT DAY THEY MAY NOT FEEL LIKE A WINNER
possible dice values listed in numeric order
1&1 = 100
2&1 = 21*
3&1 = 31
3&2 = 32
3&3 = 300
4&1 = 41
4&2 = 42
4&3 = 43
4&4 = 400
5&1 = 51
5&2 = 52
5&3 = 53
5&4 = 54
5&5 = 500
6&1 = 61
6&2 = 62
6&3 = 63
6&4 = 64
6&5 = 65
6&6 = 600
* equal best roll (also know as a mexican)
Note:
when bluffing, try not to call numbers like 34, 44 or worse yet 47, because they aint no such animals. if next person in turn is paying attention they will just call BULL and you be drinking {unless you like to drink, I like to win.}
BULLSH*T PROFESSIONAL
same rules as above, but after 10 to 20 warm up rounds each time dice makes one table round players must pot up a dime,,, winner takes pot
using a 4oz penalty provision, games that starts with 6 to a dozen players are usually over in a couple of hours. (or maybe we are just whimps,,, in which case u can use the whole can)
other penalties
Stalling
one drink, 3 warnings = automatic ejection
Cocked Dice
if someone buys the score you called you don’t have to show them the dice, you can if you want, mess them up before you hand them off since they have already agreed to acept the challange. However if BULLSH*T was called and the dice get messed up before the score was revealed that’s a 2 drink penalty. if the penalized party stalls when hit with the penalty, thats another drink, excess bickering results in ejection.
at-any-rate
warning: do not play and drive
Submitted by
Dean from UHardKnocks
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