How to Play Liar's Dice
The classic bluffing and deception dice game
Objective
Be the last player with dice remaining. Bluff your opponents and call their bluffs to eliminate them!
Players
2-6 players. Best with 3-5 for maximum bluffing drama. Each player needs 5 dice and a cup.
Equipment
5 dice per player and cups to hide them. 30 dice total for 6 players.
Also Known As
Perudo, Dudo, Cachito, Pirate's Dice (from Pirates of the Caribbean).
Game Setup
Distribute Dice and Cups
Each player gets 5 dice and one cup. The cup is used to roll and hide your dice from other players.
Everyone Rolls
All players shake their cups and roll their dice simultaneously, keeping them hidden under the cup.
Peek at Your Dice
Lift your cup just enough to see your own dice. Don't let others see! Remember what you have.
Determine First Bidder
The previous round's loser goes first, or roll off to determine the starting player.
Making Bids
What is a Bid?
A bid is a claim about how many dice of a certain face value exist among ALL players' dice combined. For example: "Four 3s" means you're claiming there are at least four dice showing 3 on the table.
Opening Bid
The first player makes any bid they want: a quantity and a face value (1-6). Example: "Two 4s"
Raise the Bid
Each subsequent player must RAISE the bid by either:
- Increasing the quantity (any face): "Two 4s" โ "Three 2s"
- Increasing the face value (same quantity): "Two 4s" โ "Two 5s"
Or Challenge!
Instead of raising, you can challenge the previous bidder by calling "LIAR!" (or "Dudo!")
Resolving a Challenge
Reveal All Dice
Everyone lifts their cups. All dice are now visible!
Count the Dice
Count how many dice show the bid's face value (plus any wild 1s, if playing with wilds).
Determine the Loser
If the actual count meets or exceeds the bid, the CHALLENGER loses. If fewer dice exist, the BIDDER loses.
Lose a Die
The loser removes one die from the game permanently. Start a new round!
Elimination
When you lose your last die, you're eliminated from the game. Last player standing wins!
Quick Example
Sample Round
4 players with 5 dice each (20 dice total):
- Alice: "Three 4s"
- Bob: "Four 4s"
- Carol: "Four 6s"
- Dave: "Five 6s"
- Alice: "LIAR!"
Everyone reveals. There are only three 6s. Dave (the bidder) was wrong - Dave loses a die!
Wild 1s Rule
1s Are Wild (Standard Rule)
In most versions, 1s (aces) are WILD and count as any face value when counting for a challenge. This is the standard Perudo rule.
Example: Bid is "Five 4s." The table has three 4s and two 1s = five 4s total. Bid is successful!
Bidding on 1s
When you bid 1s specifically:
- Only actual 1s count (they're not wild for themselves)
- The quantity required is HALF (rounded up)
- "Three 1s" is equivalent to "Six of anything else"
Bidding Rules
Valid Bid Raises
Switching to 1s
To bid 1s from a non-1 bid: divide the quantity by 2 and round up.
- "Six 4s" โ minimum "Three 1s"
- "Five 3s" โ minimum "Three 1s"
Switching from 1s
To bid non-1s from a 1s bid: double the quantity plus one.
- "Two 1s" โ minimum "Five 2s" (or higher face)
- "Three 1s" โ minimum "Seven 2s"
Special Situations
In Perudo, you can call "Calza" (exact) if you think the bid is exactly right. If correct, you gain a die back (up to 5). If wrong, you lose a die. High risk, high reward!
When a player is down to their last die, the next round is "Palifico": 1s are NOT wild, and bids can only increase in quantity, not face value. Very tense!
When only 2 players remain, the game becomes a direct duel. Bluffing gets intense as you have more information about total dice.
Dice Tracking
Expected Dice Counts
Basic Strategy
Know the Odds
With 20 total dice:
- Expected count for any face: ~3.3 dice
- With wild 1s: Each non-1 face expects ~6.6 dice
- Rule of thumb: Expect 1/3 of total dice for any bid (with wilds)
Bidding Strategy
Bid What You Have
Start with faces you actually have. If you have three 4s, bidding "Three 4s" is safe and believable.
Account for 1s
Remember: 1/6 of all dice are probably 1s, and they're wild. Factor this into your calculations.
Small Increases
Raise bids minimally to pass pressure to the next player. Don't overbid when you can make them sweat.
Switch Face Values
If a bid gets too high for one face, switch to a higher face at the same quantity. "Seven 4s" โ "Seven 5s"
Bluffing
When to Bluff
- Strong position: Bluff when you have many dice (more to lose)
- Set up challenges: Make a shaky bid to bait a challenge you might win
- Consistency: If you've been honest, a bluff is more believable
- Read the table: Bluff against cautious players, not aggressive challengers
Detecting Bluffs
- Big jumps in bids often signal weakness
- Players bid what they have - note early face values chosen
- Watch for hesitation or over-confidence
- Count total dice - can the math work?
When to Challenge
Challenge When:
- The bid exceeds 1/3 of remaining dice (with wilds)
- You have NONE of the bid face (reduces expected count)
- You have many 1s (so others probably don't)
- The bidder jumped quantity suddenly
- Multiple players have been knocked out (fewer dice)
Endgame Tips
- One die left: You're in Palifico - no wilds! Adjust strategy completely
- Two players: You know half the dice - use that information
- Multiple opponents on 1 die: Target the weakest, don't spread challenges
- Conservative play: When ahead, make safe bids and let others take risks
Alternative Names
Liar's Dice has many names and versions:
- Perudo: The commercialized version, most common rules
- Dudo: Spanish for "I doubt" - South American name
- Cachito: Popular in Ecuador and South America
- Pirate's Dice: From Pirates of the Caribbean
- Bluff: German version
- Call My Bluff: Alternative English name
Rule Variations
Simpler version where 1s are just 1s, not wild. Changes probability significantly - bids should be lower.
Alternate version: One cup is passed around. Each player adds/removes dice to bluff about total. Very different game!
Add the option to call "Spot On" - claiming the bid is exactly right. If correct, caller gains a die. If wrong, loses one.
Skip the special last-die round rules. 1s stay wild throughout. Simpler but less dramatic endgame.
Instead of losing 1 die: lose dice equal to how far off the bid was. "Five 4s" bid with only two 4s = lose 3 dice. Faster elimination!
Playing Without Cups
Hand-Hiding Method
No cups? Roll dice and cover with your hands. Peek through fingers. Works fine for casual games, though cups are more dramatic!
Team Liar's Dice
Partnership Rules
- Players form teams of 2
- Partners sit across from each other
- Team loses when both partners are eliminated
- No communication about dice during rounds
- Partners can strategically target opponents