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Liar’s Dice

Players
2 to 6
Dice
5 dice and a cup for each player
Level
Easy
Time
20 minutes

Everyone shakes five dice under a cup. Guess what is on the whole table, bid higher, and call Liar on anyone who goes too far.

vs AnaOne game · about 3 min
Play Liar’s Dice now

At a glance

Bluff about dice you cannot see

In Liar’s Dice everyone has a cup with five dice under it, and only you can see yours. Players take turns making a : a claim about how many dice of one number there are among everyone’s dice together.

You can raise the bid, or call the last bidder a liar. Lose a challenge and you lose a die. Be the last player with a die left to win.

Setup

A cup and five dice each

Each player has an opaque cup and five dice of their own. Two to six can play; four or five is best, because there is more to bluff about.

The first roll

Shake, peek, hide

Everyone shakes their dice in the cup, then slams the cup upside down on the table. Peek under your own cup so that only you can see your dice, and keep them hidden.

You have 2, 4, 4, 6 and 1. Two 4s, and no one else can see.

A turn

Make a bid

The first player says a number of dice and a face, such as three 4s. It means there are at least three dice showing 4 among all the players’ dice together, including yours.

North bids three 4s. You hold two 4s yourself, so this seems fair.

Raise it, or call Liar

Going to the left, the next player must either raise the bid or . A raise means a higher number of dice (four 4s) or the same number of a higher face (three 5s). You may raise both.

West bids three 5s. East bids four 5s. It is your turn: do you believe it? You say Liar!

Your move

North bid three 4s, West bid three 5s, and East has just bid four 5s. You hold 2, 4, 4, 6 and 1, so no 5s at all. Do you believe East?

Calling Liar

Lift the cups and count

When someone calls Liar, everyone lifts their cup and shows their dice. Count all the dice that match the last bid.

The bid was four 5s. North has one 5, West one, East one and you none: only three. East bid too high.

Say it like you mean it.

Losing dice

The loser loses a die

If the bid was right (there were at least that many), the player who called Liar loses one die. If the bid was wrong, the bidder loses one die. Take it out of the game for good, and start a new round. The loser of the challenge starts the next bid.

East bid too much and loses a die. East now has four dice.

Someone lost a die.

Winning

The last player with dice wins

When a player has no dice left, they are out. Play on until only one player has any dice left. That player wins. Rounds get quicker as the dice disappear, and the bluffing gets harder.

Point at a dot to see why it matters

Try a game

Five dice under a cup each. Bid on what is on the table, and call Liar when you do not believe Ana.

Liar’s Dice · practice game

Variants and house rules

Ones are wild
Dice showing 1 count as any number, which makes bids easier to meet. Bids on ones themselves are treated separately in most versions.
Spot on
A player may instead call exactly right: if the count matches the bid exactly, every other player loses a die.
Starting with fewer dice
Start with three dice each for a shorter game.

Tips from the table

  1. Use your own dice as evidence. If you hold three 6s, a bid of five 6s is believable.
  2. Count roughly one in six of all dice for each face. With 20 dice on the table, expect about three of each.
  3. Bluff sometimes, but not every time. A player who is never caught is a player nobody believes.

Liar’s Dice: quick answers

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