Call My Bluff, the Card Game
Matthew Gray Special to Spielboy
With some refinements, Call My Bluff may be transformed into a quiet and
refined card game while retaining most of the qualities of the
original.
In games where few dice are rolled at once, the deck of dice may be
used to exactly (statistically speaking) simulate the roll of the
dice. The deck is shuffled, a card is drawn at random, acted on, and
the card is returned to the deck. Even if the card is not returned to
the deck, many games with dice will continue to work well, and
occasionally better due to the smoothed distribution of values the
deck provides. Call my Bluff, with five dice per player being rolled
initially is a different matter.
Using the Deck of Dice, each player can be made to draw 5 cards and
use only the black die on each card. This leads to a very dull game.
Using 6's as stars, this leads to a certitude that the correct bid for
any value is between 6 and 12. Further, through use of the reroll
(discard?) rule, it is straightforward to push any bid to 12. This
may prove entertaining for a round or two while the other players come
to this realization, but it lacks replay value.
The game can be fixed, however. Instead of each player using the
black die, before the game, assign half the players to use the black
dice and half to use the white dice. This results in a distribution
with a somewhat lower variance, but still a playable distribution. In
fact, in conjunction with the reroll rule it adds an interesting
memory element. Further, by skewing the distribution away from the
trivially calculable standard distribution it may increase the bluff
element with some players.
Probabilities
The following table shows the probabilities of various quantities of a
particular number given the standard rules with dice, the use of just
the black die, and the use of alternating assigned colors.
|
Dice |
Black "die" |
Alternating |
| 4 |
0.88% |
-- |
0.20% |
| 5 |
2.24% |
-- |
0.78% |
| 6 |
4.63% |
0.05% |
2.81% |
| 7 |
7.93% |
0.93% |
7.03% |
| 8 |
11.94% |
7.23% |
12.36% |
| 9 |
14.39% |
22.54% |
17.89% |
| 10 |
15.84% |
35.91% |
19.86% |
| 11 |
13.12% |
26.78% |
17.05% |
| 12 |
11.64% |
6.56% |
11.94% |
| 13 |
8.20% |
-- |
6.35% |
| 14 |
4.65% |
-- |
2.65% |
| 15 |
2.46% |
-- |
0.84% |
| 16 |
1.07% |
-- |
0.22% |
| 17 |
0.44% |
-- |
---- |
Rules Summary
- Before the game begins, alternately assign each player
the color black or white. With an odd number of players
the distributions will be more skewed than an even number,
but not severely.
- Each player is dealt 5 cards, and while they may look at both dice
on each card, only the dice in their assigned color matters
for the resolution of bids.
- If a player chooses to reroll, they show one or more cards, and
then discard all of their remaining cards, FACE DOWN, into the
draw pile. The draw pile is then shuffled and they draw back up
to 5 cards, including the ones they have placed face up.
- In all other ways, apply the standard rules.
Variants
These rules are designed to as closely as possible mimic the standard
play with dice. Due to the impact of using cards, here are two
recommended variants:
- When "rerolling", discard the cards face down into a seperate pile and draw
from the draw pile. When the draw pile is exhausted, reshuffle. This
will add a little more control in the reroll situation as well as
a greater memory element.
- When "rerolling", discard the cards face UP into a seperate discard pile and
draw from the draw pile. When the draw pile is exhausted, reshuffle. This
will add a substantial memory element and secondary motivation to "reroll":
to show dice of your non-assigned color as not matching your bid number (and
hence implying they are in other players hands).
Back to the Prison Gaming article.
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