Overview
Liar’s Dice is a classic bluffing and deduction dice game. Each player has a set of dice hidden under a cup. Players make increasingly bold claims about the total dice showing a particular face value across ALL players’ dice. When a claim is challenged, dice are revealed and the loser forfeits a die. The last player with any dice remaining wins.
Components
- 5 six-sided dice per player
- 1 dice cup per player (recommended)
- Optional: chips or counters for Common Hand variant
Setup
- Each player receives 5 dice and a cup.
- Determine the first player by mutual agreement or by each rolling two dice (highest goes first).
- Play proceeds clockwise.
Turn Structure
Round Start
All players simultaneously shake their dice in their cups and slam them face-down on the table. Each player secretly looks at their own dice without revealing them to others.
Bidding
- The starting player makes a bid consisting of a face value (1-6) and a quantity (e.g., “three 4s” means at least three dice showing 4 exist among all players’ dice combined).
- The next player clockwise must either:
- Raise the bid — increase the quantity, increase the face value (same or higher quantity), or both.
- Challenge — call “Liar!” to dispute the previous bid.
Challenge Resolution
When challenged, ALL players reveal their dice.
- Count the total number of dice showing the bid face value across all players.
- If the actual count meets or exceeds the bid quantity, the challenger loses one die.
- If the actual count is less than the bid quantity, the bidder loses one die.
- The loser of the challenge starts the next round.
Elimination
A player who loses all 5 dice is eliminated from the game.
Actions
On your turn, you must do one of the following:
- Bid: State a quantity and face value that is higher than the previous bid.
- Higher quantity of any face value is always valid.
- Same quantity with a higher face value is valid.
- Challenge: Declare “Liar!” — all dice are revealed and counted.
Scoring / Victory Conditions
The winner is the last player with any dice remaining. There is no point scoring — it is a pure elimination game.
Special Rules & Edge Cases
Wild Ones Variant
- Dice showing 1 (ones) count as wild — they match any face value for bid purposes.
- Example: A bid of “four 5s” is met by any combination of 5s and 1s totaling at least 4.
- When bidding on 1s specifically, wild rules do not apply; only actual 1s count.
Exact Bid Variant
- A player may declare “Exact!” instead of raising or challenging, claiming the previous bid is exactly correct (not more, not less).
- If correct, all other players lose one die each.
- If incorrect, the caller loses two dice.
Build Up Variant
- Players start with 1 die each.
- Instead of losing dice, losers gain an additional die.
- The first player to accumulate a set number of dice (e.g., 6) is eliminated.
Common Hand Variant
Uses poker hand rankings instead of face/quantity bids:
- First player rolls all 5 dice, announces a poker hand (truthfully or bluffing).
- Next player accepts or challenges.
- If accepted, next player may reroll some dice but must declare a higher-ranking hand.
- Last player with counters wins.
Poker Hand Rankings (highest to lowest):
- Five of a kind
- Four of a kind
- Full house
- High straight (2-3-4-5-6)
- Low straight (1-2-3-4-5)
- Three of a kind
- Two pair
- One pair
- High card
Player Reference
Valid Bid Raises:
| Current Bid | Valid Raises |
|————-|————-|
| Three 4s | Four of anything, Three 5s, Three 6s |
| Five 2s | Six of anything, Five 3s through Five 6s |
| Two 6s | Three of anything |
Quick Reference:
- Start: 5 dice per player
- Lose a challenge = lose 1 die
- 0 dice = eliminated
- Last player standing wins