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Liar's Dice

Dice games · Liar's dice/bluffing

Also Perudo, Dudo, Pirate's Dice

Launch

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Summary — 2–6 players

Liar's Dice is a bluffing dice game for two to six where everyone rolls five dice under a cup and bids on how many of one face are on the table. Raise the bid or call the last bidder a liar; whoever was wrong loses a die, and the last player holding a die wins. Perudo and Dudo are the same game.

Scored by
last player still holding a die; the app records the winner
Origin
Played as Dudo in South America since at least the sixteenth century; spread to Europe and beyond

How it plays

1 of 7

You can see five of them

Everybody shakes, slams their cup down and peeks underneath at their own five dice. Nobody else sees them. From here on, every number said out loud is a claim about all the dice on the table, and you know exactly one hand of them — yours.

Rules

How to play

Players and equipment

Two to six players, five dice and a cup each. A bluffing game about everybody's dice at once: you can see five of them, and you are betting on the rest.

No cups? Use the dice on your phone. Switch the cup on, roll, and your dice land hidden. Hold them to peek, and lift the cup when somebody calls.

The deal

No deal. Everybody shakes, slams the cup down, and peeks at their own dice only. Anyone may open the first round.

Play

The first player bids: a quantity and a face — "four threes" — claiming that many of that face exist under all the cups on the table combined. Each player in turn must raise the bid — more dice, or the same number of a higher face — or call the last bidder a liar. "Four fives" beats "four threes"; "three sixes" does not, because it claims fewer dice. A bid does not have to be true — it only has to survive the next player.

On a call, every cup lifts. Count the face across the table; where the table plays ones wild, they count toward any face, which is most of the reason the bids get so tall.

Perudo

Perudo is the South American version, and the one most tables mean. Ones are wild, and a few rules follow from that:

Ones are wild
They count as any face, except when ones are the bid
Bidding ones
Six fours → three ones
Halve the quantity, rounding up
Leaving ones
Three ones → seven of anything
Double the quantity and add one
Calza
Right: win a die back. Wrong: lose one
Instead of calling, claim the bid is exactly right

A bid of ones is a bid on the wild dice themselves, so "three ones" claims three dice showing a one and nothing else.

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