ROLLIT

Bluffing dice game

Liar's Dice — rules and bidding strategy

Liar's Dice (Dudo, Perudo, Pirate's Dice) is the only dice game on this list where you can be reliably better than your opponents. The dice are random; the bidding is not. Here are the rules, then the numbers that decide whether a bid is credible.

Players

2 to 6

Equipment

5 dice per player, plus a cup each

Length

15 to 30 minutes

How to play, step by step

  1. Everyone rolls in secret. Shake five dice under your cup, lift it slightly, and look at your own dice only.
  2. Open the bidding. The first player bids a quantity and a face value — 'three fours' means at least three 4s exist across every cup on the table.
  3. Raise or challenge. Each player in turn must either raise the bid or call the previous bidder a liar.
  4. Raising rules. A raise must increase the quantity, or keep the quantity and increase the face value. 'Three fours' can go to 'three fives' or 'four twos', not 'three threes'.
  5. Resolve the challenge. All cups lift. If the bid was met or exceeded, the challenger loses a die. If not, the bidder loses one.
  6. Play down to one. A player with no dice is out. The last player holding dice wins.

Expected count of any face value (ones wild)

10 dice on the tableAbout 3.3 of any given face
15 diceAbout 5.0
20 diceAbout 6.7
25 diceAbout 8.3
30 diceAbout 10.0

Ones are wild — and that changes everything

In most rule sets 1s count as every face value. That makes the expected number of any given face one third of all dice on the table, not one sixth. A table of 20 dice should hold about 6.7 fours. A bid of 'seven fours' is already above expectation and probably a bluff — unless the bidder is holding four of them.

Bidding on 1s themselves usually carries a penalty: to bid aces you halve the quantity, and to leave aces you double it plus one.

How to read a bid

  • Subtract your own dice from the bid. If someone bids seven fours and you hold none, they need seven from the rest of the table — check that against expectation.
  • Small early raises signal a real hand. Huge jumps usually signal someone trying to end the round before it reaches them.
  • Players who always bid the face they hold most of are readable in about three rounds. Vary yours deliberately.
  • Late in the game with few dice left, bluffing collapses — everybody can count. Play straight odds.

Spot-on (calza) calls

Many rule sets allow a third option: declare the previous bid exactly correct. Get it right and you gain a die back, or every other player loses one. Get it wrong and you lose one. It is a high-variance play worth taking when the bid sits precisely at expectation and you hold a matching die.

Common variants

  • Perudo — the Peruvian version, adds the palifico round where a player down to one die names a fixed face.
  • Common hand — everyone plays from one shared set of dice.
  • Bluff / Pirate's Dice — same game, different name, occasionally without wild ones.

Frequently asked questions

Are ones wild in Liar's Dice?

In most rule sets yes — 1s count as any face value, which roughly doubles the expected count of every number.

How many dice do you need for Liar's Dice?

Five per player, each with an opaque cup to hide them.

Can you play Liar's Dice with two players?

Yes, and it becomes a pure reading game — with only ten dice, the maths is easy and the bluffing does all the work.

Keep playing

Check bid probabilities, or browse the full dice game rules library and our free dice tools.

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