Calvin’s Commentaries: Peruke

You just have to love games that come in small, pocket-sized tins.

The simple fact that they are pop in a pocket and go they can be played on office coffee breaks, Saturday afternoon coffeehouse visits, taken on vacation, etc., make them of interest-based simply on convenience.

Peruke is one of those games.

In the case of Peruke, the easily transportable aspect is complemented by super simple rules, which are simply another enhancement in terms of taking the game out to enjoy with friends.

Of course, when rules are simple the depth of a game can be limited, and that is the case here. Peruke is a dice tosser that fits the same niche as a game such as Cosmic Wimpout, easy, with a few simple decisions, but still quick fun.

Peruke is a game that allows for multiple players (three) but is probably best-suited to two-player.

However many players there are does determine the number of rounds per game (if there are three players there are three rounds, with each player starting around).

Each player gets a set of discs with values of one to six. These discs are wood. They are not fancy, but they work nicely for the game.

To start the game each player lays their discs out horizontally in front of them from one to six. All the discs must be showing the target side.

The target showing on a disc means it is vulnerable to capture, the plain side means it is safe. (Yes as the game plays out players can flip their own and their opponent’s disc from target to safe, or vice versa.)

Choose a player to start the game and they roll all three dice – remember I note Peruke is a dice tosser.

When each player has had their initial turn, they can then use the values of each of their dice rolled on subsequent turns to either:

* Take another player’s disc if a target is showing (vulnerable);

* Turn another player’s disc from plain to target (to turn it from safe to vulnerable);

* Turn one of their own discs from target to plain (from vulnerable to safe).

The end objective is to capture discs when on their vulnerable side, which becomes more difficult as the game progresses since you can roll numbers no longer in play, essentially wasting that die roll.

Once all the discs are captured you add up the values of those each player has, and the high total wins, so yes you want to grab the fives and sixes as quickly as the dice rolls allow.

The game is simple, although you have a few choices, capture, flip your pieces to the safe side, make your opponent’s piece vulnerable, so you have some feeling of controlling your own destiny.

In the end, this is a quick time filler, with just enough choice for a little spice.

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