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little table · Rules & examples

Liar’s Dice

These guides describe the rules implemented here. Other editions and clubs may use different variants. The worked examples are checked against this site's game logic.

Liar’s Dice

Keep at least one die while everyone else loses theirs. Read your own hidden dice, then judge claims about all dice at the table.

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Players: 2 / 3 / 4 / 5 / 6 / 7 / 8

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Liar’s Dice

Set up the table

Two to eight players start with five dice each. Everyone rolls secretly. A bid names a minimum quantity and one face, such as five twos.

On your turn

Raise the quantity, or keep the quantity and raise the face. Alternatively challenge the previous bidder. Reveal all dice: if the actual count reaches the bid, the challenger loses one die; otherwise the bidder does. Confirm the result before rerolling.

Winning and ending

Players with zero dice are eliminated. The last player with dice wins; otherwise the loser starts the next round if still active.

Worked example

Synthetic rolls: [1,2,2,5,6] and [1,2,3,4,6]. A bid of five twos is true: three twos plus two wild ones. The challenger loses a die.

A common mistake

Count dice across the whole table, not just your hand. Ones count as wild only for bids of two through six.

Questions at the table

How are ones bids counted?

Only actual ones count.

Does switching to ones halve the quantity?

No. This site always uses the same quantity-first, face-second raising order.

Further rules references

External rules provide context; the implemented variant described above takes precedence here.

Rules and examples reviewed 2 October 2026