Prudente and Cacho

Dice Game Rules

From Nose-N-Toes





To reach a predetermined high score (usually 20,000 or for shorter games 10,000)

Dice Values:

  • ace - 100
  • five - 50
  • three of a kind (in one roll) - 100 times the number on dice, unless they are ones, in which case a triplet is valued at 1000
  • straight (123456) in one roll - 3000
  • straight (123456) across a series of rolls - 1500
  • all ones (111111) across a series of rolls - 5000
  • all fives (555555) across a series of rolls - 2500
  • six of a kind in one roll - this happens so infrequently it is called a "dormida" (sleeper) and wins the game. alternately (for cutthroat players) it can be valued at 1000 times the number on dice and 10,000 for aces.


Player 1 rolls all six dice and counts points. A player is obligated to separate (leave out of the cup) at least one scoring die on each roll. They may then replace non scoring dice (or other scoring dice provided at least one scoring die is left out) and roll again for more points.

A player can chose to stop rolling and score at any point over 350.

If any roll produces no scoring dice, the turn is over and the player does not score at all. Thus, a player must be "prudent" in deciding whether to chance their sum total against the possibility of rolling all non scoring dice on the next roll.

If a player chances to get all six dice as scoring dice (on one or the combined rolls) they are obligated to return all six dice to the cup and continue adding to their score. Remember that if no scoring dice come up, the sum total is lost and the player scores zero (0) for that turn.

Prudent players score and pass the cup on to the next player. Whoever reaches the high score first wins.




To gain the most points


  • Each side is worth its face value (ones=1, two's=2, etc)
  • Straight in one roll - 25
  • Straight in a series of rolls - 20
  • Full house (3 of one, 2 of another) in one roll - 35
  • Full house in a series of rolls - 30
  • Poker (4 of a kind) in one roll - 45
  • Poker in a series of rolls - 40
  • Five of a kind in a series of rolls - called a "grande"; worth 50 points a max of 2 times per scoreboard, past that it is worth only the sum of the dice
  • Five of a kind in one roll - DORMIDA wins the game or 100 points

Scoring on paper:

The scores are noted on a tic-tac-toe cross hatch. The left column (from top to bottom) scores: ones, twos, threes. The center column scores straights, fulls, pokers. The right column scores fours, fives, sixes. Below the crosshatch two boxes denote the spots for GRANDES worth 50 points each (other grandes beyond these can be noted in the respective number spaces).


Each player has three rolls to gain as many points as possible.

Once the first roll is on the table, the player decides what they will "go for". For example, if a player decides to aim for ones, he selects out all the aces, replaces the other dice in the cup, and rerolls those, and repeats for the third roll.

If a turn is going particularly badly you may return all the dice in the cup and decide to go for something different, but must only use the remaining number of rolls. A player may also choose to return everything to his cup in the hopes of rolling a straight, full or poker in one roll (again, the TOTAL number of rolls a player has is three; if they reach the max number of points (five of a kind, poker in the first roll) before the end of three rolls, they must score and pass the cup to the next player. They can NOT, for example, roll a straight on the first roll, then use their next two turns to go for two's. Only one goal at a time.

At the end of three rolls the player adds up the points and notes it on the crosshatch. Play continues until all spaces in the scoring crosshatch are full. If a player fails to fill any one (for example, if they have simply not had the luck to ever roll a poker, even in a series), the spot must be Xed out and the player does not earn any points for that combination. Finally, when all the spaces of the hatch are full or Xed, scores are tallied and a winner is determined.

Variations to liven it up:

1. During any roll, a player may say "abajo" (underneath) and the reverse side of the dice are scored, not the face-up side (for example the abajo of five's are twos and of threes are fours).

2. A series of three hatches per player can be played at once. They are arranged in a column and the uppermost is worth one Game Point, so the worst rolls can be scored here. The middle one is worth 2 GPs, and the okay rolls are scored here. The best scores are saved for the bottom hatch, which is worth 3 GPs. Each hatch is counted separately and a winner of each hatch is determined. GPs are then added up and the player with the most GPs wins. This offers more flexibility in scoring and is a much longer game.

3. Players can team up. In this version, each player on a team completes their series of three rolls one after the other. The higher/better/more convenient of the two scores is the one noted on the hatch. again, this offers more flexibility in scoring. This and the three hatch game can be combined for a very fun and competitive family game.

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