
Liar's Dice
The bluffing dice game under a leather cup
Bluff the regulars at the Locksmith's table, or call out your friends from your own phone. Free, with no app to download.

The bluffing dice game under a leather cup
Bluff the regulars at the Locksmith's table, or call out your friends from your own phone. Free, with no app to download.
Liar's Dice is a game of nerve. Everyone rolls five dice under a cup and looks at their own, and nobody else sees them. Then you take turns making bids about every die on the table, yours and everyone else's. Each bid has to be higher than the last, until someone decides the bidder is lying and says so. The game is old, with many names and house rules, and dudo is one of its oldest forms. It needs no board, no cards and no scorepad.
Five dice and a cup for each player, and two to eight players. Everyone starts with three keys, which are their lives. Lose all three and you are out. Nothing is staked: the keys only keep count.
If the bid was short, the bidder was lying and loses a key. If the bid holds, with at least that many on the table, the caller was wrong and loses a key. Whoever lost the key starts the next round with a new roll.
When two players are left, the Locksmith lends each of them a hidden sixth die for one round. It makes the final duel harder to read.
The last player with a key left wins.
Ones are wild, so any face from 2 to 6 matches a third of the time: each die shows that face or a 1 in two outcomes out of six. That gives you the rule every good bidder uses: on the dice you cannot see, expect one third of them to match the face. Add what you hold yourself.
| Dice on the table | Expected matches |
|---|---|
| 10 (two players) | about 3 and a third |
| 15 (three players) | 5 |
| 20 (four players) | about 6 and two thirds |
A worked example: four players, 20 dice. You hold two 3s and a 1, which is three matches for a bid on 3s. The other 15 dice should add about five more. That is eight in all, so "seven 3s" is a fair bid and "ten 3s" is a bluff.
The dice are brass tumblers in a leather cup, and the table is the Locksmith's back room. Solo, you bid against up to three regulars, and each one bluffs in their own way. Clem rarely bluffs, and calls "Liar!" once a bid has less than a 45 percent chance of being true. Rook bluffs big and calls late. Aunt Vera reads your bids and remembers them, and the Locksmith bluffs at a steady rate and loves a big moment. Choose easy, normal or sharp.
With friends, the dice stay hidden for real. Each phone is your cup: shake it to roll, peek at your own dice, place a bid on the dial and slam the cup down to call. The TV shows the bid ladder and, on a challenge, every cup lifting at once. Free to play, no app.
Liar's Dice is free, solo or with friends, and there is no app to download. Put your email in the box and we will send one email the day it opens, and nothing else unless you tick the box.
The other Classics, coming soon, and the party games you can play today.
A 1 counts as any face you are bidding on. If the bid is "four 5s", every 5 and every 1 under the cups counts towards the four.
In our game you bid on faces 2 to 6, and ones are always wild. Some house rules let you bid on ones directly, so agree it before you start if you play with real dice.
Five per player, and a cup each. With real dice you can use cups, mugs or a shaker. With our game you need only a phone.
It is often played for money, but it does not need to be. In our game nothing is staked: you lose brass keys, and the keys are only your lives at the table.
The player who lost the challenge. They shake first and make the first bid.
Two to eight in ours. Four or five is the sweet spot: enough dice to hide in, few enough that you can keep track of the bids.