Rules Of Liar''s Dice
May 11, 2014 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 typically played with a set of five 6-sided dice for each player. Farkle, or Farkel, is a dice game has also been called or is similar to 1000/5000/10000, Cosmic Wimpout, Greed, Hot Dice, Squelch, Zilch, or Zonk. What’s the dice game in Pirates? Liar’s dice was a game of chance and deception played by pirates, most notably by the crew of lost souls serving on Davy Jones’ ship the Flying Dutchman. A friend recently emailed me asking me for the rules for 'liar's dice', a drinking game we played while on a ski vacation up at Whistler, BC. Apparently he couldn't find the rules written out anywhere online - all he found was a game called Perudo where everyone had their own die to roll.
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). In 'common hand' games, there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled.
Single hand[edit]
Five dice are used per player with dice cups used for concealment.
Each round, each player rolls a 'hand' of dice under their cup and looks at their hand while keeping it concealed from the other players. The first player begins bidding, announcing any face value and the minimum number of dice that the player believes are showing that value, under all of the cups in the game. Ones are often wild, always counting as the face of the current bid.
Turns rotate among the players in a clockwise order. Each player has two choices during their turn: to make a higher bid, or challenge the previous bid—typically with a call of 'liar'. Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used. There are many variants of allowed and disallowed bids; common bidding variants, given a previous bid of an arbitrary quantity and face value, include:
- the player may bid a higher quantity of any particular face, or the same quantity of a higher face (allowing a player to 're-assert' a face value they believe prevalent if another player increased the face value on their bid);
- the player may bid a higher quantity of the same face, or any particular quantity of a higher face (allowing a player to 'reset' the quantity);
- the player may bid a higher quantity of the same face or the same quantity of a higher face (the most restrictive; a reduction in either face value or quantity is usually not allowed).
If the current player challenges the previous bid, all dice are revealed. If the bid is valid (at least as many of the face value and any wild aces are showing as were bid), the bidder wins. Otherwise, the challenger wins. The player who loses a round loses one of their dice. The last player to still retain a die (or dice) is the winner. The loser of the last round starts the bidding on the next round. If the loser of the last round was eliminated, the next player starts the new round.
Dice odds[edit]
For a given number of unknown dice n, the probability that exactly a certain quantity q of any face value are showing, P(q), is
Where C(n,q) is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution.
For the same n, the probability P'(q) that at least q dice are showing a given face is the sum of P(x) for all x such that q ≤ x ≤ n, or
These equations can be used to calculate and chart the probability of exactly q and at least q for any or multiple n. For most purposes, it is sufficient to know the following facts of dice probability:
- The expected quantity of any face value among a number of unknown dice is one-sixth the total unknown dice.
- A bid of the expected quantity (or twice the expected value when playing with wilds), rounded down, has a greater than 50% chance of being correct and the highest chance of being exactly correct.[1]
Common hand[edit]
The 'Common hand' version is for two players. The first caller is determined at random. Both players then roll their dice at the same time, and examine their hands. Hands are called in style similar to poker, and the game may be played with poker dice:
- Five of a kind: e.g., 44444
- Four of a kind: e.g., 22225
- High straight: 23456
- Full house: e.g., 66111
- Three of a kind: e.g., 44432
- Low straight: 12345
- Two pair: e.g., 22551
- Pair: e.g., 66532
- Runt: e.g., 13456
One player calls their hand. The other player may either call a higher-ranking hand, call the bluff, or re-roll some or all of their dice.[clarification needed] When a bluff is called, the accused bluffer reveals their dice and the winner is determined.[2]
Commercial versions[edit]
Rules Of Liar's Dice Game
- 1993 Call My Bluff, by F.X. Schmid and designer Richard Borg, won the 1993 Spiel des Jahres and Deutscher Spiele Preis awards.[3]
See also[edit]
References[edit]
- ^Ferguson, Christopher P; Ferguson, Thomas S. 'Models for the Game of Liar's Dice'(PDF). University of California at Los Angeles. Retrieved 16 January 2013.
- ^Hoyle's Rules of Games, Third Revised and Updated Edition. Albert H. Morehead and Georffrey Mott-Smith - Revised and Updated by Philip D. Morehead
- ^1993 Spiel des Jahres
External links[edit]
- Liar's Dice at BoardGameGeek
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:
- 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.
- 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.
- 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.
- Player Three then either accepts or rejects the bid, and proceeds as per step 3.
- 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.
- The player who loses a life restarts the process from step 1.
- The player to lose three lives is eliminated from the game. This continues until there is one person left.
The Details:
- The rank of the dice, and the bids, is detailed in Appendices 1 and 2, respectively.
- The bid does not necessarily have to match any dice, be lower/greater than, or equal to what the dice show.
- 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']
- Each bid offered must be greater than the previous bid (even if only by specifying one more die).
- 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.
- Blind bidding is legal - players are not required to look under the cup prior to or after shaking it.
- 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.
- 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:
Ace |
King |
Queen |
Jack |
10 |
9 |
Appendix 2 - The Rank of Bids
The bids rank as follows, from highest to lowest:
- Five of a kind - any five dice of the same rank. Five of a kind beats four of a kind or any lower bid.
- Four of a kind - any four dice of the same rank. Four of a kind beats a full house or any lower bid.
- Full house - three of a kind and a pair. A full house beats a straight or any lower bid.
- 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.
- Three of a kind - such as three Jacks, with two unmatched dice. This bid beats two pairs or anything lower.
- 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.
- One pair - any two dice of the same rank. One pair beats a high die.
- High die - the rank of this bid is the same as the highest die in the roll. High die beats 'Junk'.
- '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.
Liar Dice Game
Appendix 3 - Hints
Rules Of Liar's Dice Online
Rules Of Liar's Dice
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. |