Players
4–6 players or two small teams.
Equipment
- Each player: 5 dice and a cup (or hide dice with a hand).
- Paper for tallying eliminated dice or rounds.
Objective
Be the last player with at least one die. Losers are eliminated as they lose all dice.
Setup
- Everyone takes 5 dice and a cup.
- Sit in a circle. Choose a starting player.
Round Start
- All players shake and secretly look at their dice under the cup.
- The first player makes the opening bid.
Bidding Rules
A bid predicts the total quantity of a face value across all dice on the table (not just yours). Example: “four 3s” means you believe there are at least four dice showing 3 in total.
- Legal raise: increase the quantity (e.g., four 3s → five 3s) or keep quantity and raise the face (e.g., four 3s → four 4s), or increase both.
- Face values are 1–6. Optional house rule: Ones are wild and count as any face (agree before play).
- Bidding proceeds clockwise. You either raise or call “Liar!”
Calling “Liar!”
- When you doubt the last bid, say “Liar!” and all players reveal dice.
- Count dice matching the bid’s face (plus wilds if using that rule).
- If the count meets or exceeds the bid: the challenger loses one die.
- If the count is lower than the bid: the bidder loses one die.
- Next round starts with the player who lost a die.
Team Play (Option)
- Form two teams. Teammates may quietly confer before bidding or challenging.
- Players still lose dice individually. A team is out when all members are out.
End of Game
Continue rounds. Players who lose all dice are eliminated. Last player (or team with a remaining player) wins.
Scoring Table (Reference)
| Event | Effect |
|---|---|
| Correct “Liar!” call | Bidder loses 1 die |
| Incorrect “Liar!” call | Challenger loses 1 die |
| Player has 1 die left | Play continues; same rules |