How To Play Liar's Dice
Everyone rolls 5 dice under a cup and sees only their own. Bid on how many of a face are on the table across all the dice — then either raise, or call the last player a liar. Guess wrong and you lose a die. Last player with dice left wins.
The table
You see your own 5 dice; everyone else's are hidden cups. The bidding is about the total of a face across all dice — yours and theirs — so you're always reasoning about what's under those cups.
A turn: raise or call
A bid is a quantity and a face — "four 5s" means at least four 5s across the whole table. On your turn you must either make a higher bid or call "liar."
- Raise the quantity (any face), e.g. three 4s → four 2s.
- Or keep the quantity and raise the face, e.g. three 4s → three 5s.
- Or call "liar" if you think the last bid can't be true.
You bid on faces 2–6. A bid at the same quantity and a lower or equal face isn't a raise — the game won't let you.
Aces are wild
The 1s are wild — they count as whatever face is being bid. So this hand counts as three 5s toward a bid on 5s: two real 5s plus the wild ace.
That makes the 1s valuable and every face a little more common than it looks — worth remembering before you call.
Calling "liar"
Call and every cup lifts at once. Count the bid's face across the table (wild aces included):
Here there are five 5s (highlighted). Against a bid of four 5s, the bid held up — so the caller was wrong and loses a die. If the count had fallen short of the bid, the bidder would lose one instead.
Winning
Every wrong guess costs a die. Lose your last one and you're out; the challenge loser leads the next round. The last player with dice wins.
One tip
Bid on faces you actually hold, and keep an eye on the total dice left — as players get knocked out there are fewer dice, so high bids get much easier to call. A believable bluff sits just above what's likely; a greedy one gets you caught.



