Liar's Dice Rules
Liar's Dice
Liar's Dice is a game of bluffing and escalation. Players take turns raising the stakes from the last player's claim — until someone has the nerve to call their bluff.
From smoky taverns to the decks of trading vessels, Liar's Dice is the gambler's common tongue across the region. Whether you're settling a bar tab, a territorial dispute, or the deed to a ship, everyone knows the rules — and everyone thinks they can read the table better than you.
Objective
Outlast your opponents. The last player with dice remaining wins.
Setup
Every player starts with 4 dice. Each player rolls their dice secretly and keeps their results hidden from the other players for the duration of the round.
How to Play
Making a Claim
The starting player makes a wager about the dice across the entire table — not just their own. The claim takes the form:
"There are at least X [face value]s."
Example: "There are 3 twos" — meaning the player believes that, among all the dice currently on the table, at least 3 of them show a two.
On Your Turn
Each subsequent player must choose one of two options:
🎲 Raise the Stakes
Increase either the quantity or the face value of the claim — but never decrease either.
Given a wager of "3 twos", valid raises include:
- "4 twos" — higher quantity, same face value
- "3 fours" — same quantity, higher face value
🃏 Call the Bluff
Declare that the previous player's claim is false. All players reveal their dice and the matching faces are counted.
- If the claim was false (fewer dice than claimed): the player who made the wager loses one die.
- If the claim was true (equal or more dice than claimed): the player who called the bluff loses one die.
A player who loses all their dice is eliminated.
Winning
Play continues until only one player remains. That player collects the pot.