Liar''s Dice Rules

Liar’s Dice Game Rules Adapted from post by Dice Game Depot There are many names for this popular dice game, such as Doubting Dice, Dudo, Perudo, Mexacali, Call My Bluff, “pirate’s dice,” “deception dice,” and so on, But regardless of the name, Liar’s Dice requires two or more players and is played with a set of five 6-sided dice. Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception. In 'single hand' liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see (their hand) plus all the concealed dice (the other players' hands).

Liar's Dice Rules

  • Each player receives four (4) dice to start the game
  • Players take turns in sequential order (based on the order they joined the room)
  • During a turn, a player may either (1) Bid (Submit Raise); or (2) Call
    1. Bid - players can raise the current bid by increasing the value or quantity (or both) of the dice. Players can never reduce the value or quantity of the dice from the current bid
    2. Call - players can challenge the current bid by 'calling', indicating the player does not believe that the current bid exists across all players' dice
  • The hierarchy of dice values is shown in the image below, beginning with 2 as the lowest value, and 1 ('aces') as the highest value:
  • If all players have 'called' (challenged) the current bid, the game will determine whether the bid exists
    • If the bid exists, then the player who submitted the bid wins the game outright, and their score increases 1 (all other players' scores will decrement 1)
    • If the bid does not exist, the player who made the call will 'kick a die', but they will not lose a point unless they have run out of dice

Note: some players play with 'wilds'. This variation of the game does not include any wild values.

  1. Liar’s dice is a fast paced classic dice game played with two or more players involving luck, deception and the ability to read your opponents. The Equipment. 5 Dice per player. 1 Dice cup per player Playing. Each player rolls 2 dice and the person with the highest combined value will start the first round.
  2. Learn the rules to the dice bluffing game Liar's Dice quickly and concisely - This video has no distractions, just the rules.Don't own the game?USA - Buy it.
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Liar's Dice is a dice game played with poker dice (we found some at the local dollar store). Because the bid always has to be raised, people are forced to bluff at some point. Whether they get caught or not is the spice of the game. You can play this for honor, drinks, money, etc. The game is best played with about 5 -6 players, but can be played with as little as 3, and as many as you want (it might become unwieldy). This is a fast paced game, so a person's turn should take about 10 seconds at the most, although there is no time limit.

Requirements:

Liar's Dice cup;
A set of five poker dice;
A bunch of players;

To play the Game:

  1. Player One places all 5 dice in the cup, shakes the cup and flips it upside down onto the table so that the dice are under it. While preventing the other players from seeing the dice, Player One then looks at the dice under the cup, puts the cup back down and bids a poker hand.
  2. Player One then passes (slides) the cup to a player either to the right or left, which then establishes direction of travel for that round.
  3. Player Two can either accept the previous bid by leaving the cup on the table, or reject it by calling the previous player a Liar and pulling the cup off the dice for all to see. If accepting the bid, Player Two looks under the cup, while preventing others from seeing the dice that are under the cup, moves as many dice as he/she cares to outside or inside the cup, and re-shakes the cup (shaking again is optional). Player Two also has the option of rolling any number of dice outside the cup while leaving at least one dice under the cup. Player Two then looks under the cup and bids a poker hand which must be greater than the hand bid by the previous player.
  4. Player Three then either accepts or rejects the bid, and proceeds as per step 3.
  5. This continues until a player receiving the box challenges the hand bid just prior. If the bid was truthful (the hand is equal to, or better than the bid), the challenging player loses a life. If the bid was a lie (the hand is less than the bid), the bidding player loses a life.
  6. The player who loses a life restarts the process from step 1.
  7. The player to lose three lives is eliminated from the game. This continues until there is one person left.

The Details:

  1. The rank of the dice, and the bids, is detailed in Appendices 1 and 2, respectively.
  2. The bid does not necessarily have to match any dice, be lower/greater than, or equal to what the dice show.
  3. Players may specify as many dice as they want in their bid. For example:

    o zero ['Junk'] - see also Appendix 2

    o one ['one king']

    o two ['a pair of kings']

    o three ['three queens', or 'a pair of aces and a ten']

    o four ['two pair - nines and tens', or 'three aces and a king']

    o five ['four jacks and a ten', or 'full house - aces over queens']

  4. Each bid offered must be greater than the previous bid (even if only by specifying one more die).
  5. With the exception of Player One (who is forbidden from touching the dice), players may only move the dice to and from under the cup before shaking. Touching the dice out of order will cost a player a life.
  6. Blind bidding is legal - players are not required to look under the cup prior to or after shaking it.
  7. In the event that a person accepts a bid of a five of a kind (regardless of the value), they have 3 chances of rolling any five of a kind in order to not lose a life. They do not need to roll all dice every time, but have to get a five of a kind within three rolls.
  8. Players who successfully pass off a lie must not reveal that they lied during the round; otherwise they may ruin the next person's play. Penalty of 1 life.

Appendix 1 - The Rank of Dice

The dice rank as follows, from highest to lowest:

Rules
Ace
King
Queen
Jack
10
9

Appendix 2 - The Rank of Bids

The bids rank as follows, from highest to lowest:

Dice
  1. Five of a kind - any five dice of the same rank. Five of a kind beats four of a kind or any lower bid.
  2. Four of a kind - any four dice of the same rank. Four of a kind beats a full house or any lower bid.
  3. Full house - three of a kind and a pair. A full house beats a straight or any lower bid.
  4. A straight - five dice in sequence. A straight beats three of a kind or any lower bid. There are two possible straights: a high straight (A-K-Q-J-10), and a low straight (K-Q-J-10-9). A high straight beats a low straight.
  5. Three of a kind - such as three Jacks, with two unmatched dice. This bid beats two pairs or anything lower.
  6. Two pairs - two dice of one rank, plus two dice of another rank, with an unmatched die. Two pairs beats one pair, or a high die.
  7. One pair - any two dice of the same rank. One pair beats a high die.
  8. High die - the rank of this bid is the same as the highest die in the roll. High die beats 'Junk'.
  9. 'Junk' - effectively, no bid. This bid may only be made once, by the player opening a round (Player One).

Note: The rank of a bid may be increased by specifying (or increasing the value) of the unmatched dice. For example, four Jacks and a 10 is a higher bid than four Jacks.

Appendix 3 - Hints

Liar's Dice Rules

If someone calls 4 dice without naming the fifth die, then a good trick is to roll the uncalled die outside the cup for everyone to see. That way, by not revealing the 4 dice, you can just pass the roll on as the same as what was called, with the addition of the item that you rolled. This way, you can ride out someone else's lie (or truth).

If you roll a tremendous hand (five of a kind is an example) that you suspect nobody will be able to roll out of (meaning, actually beat the hand by rolling), you can bid under what you rolled so that you don't get the person next to you. This way, the person next to you only has to pass the hand on and bid it's real value without rolling. By doing this, you can target other people.

Make sure not to under call a bid too much as it may come back to haunt you.

Always keep your eyes open for a straight. They are hard to spot, but are worth it as the next person has to at least roll a full house without even a pair to start with (or a bigger straight if possible).

When deciding whether to accept a bid or not, remember that it's not whether you actually believe that the dice are there that matters; it's whether you think you can pass a bigger bid on or not.

If someone calls you a name, don't take it personally. That's the game talking.