Liar's Dice
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On iPhone and iPad: tap Share, then Add to Home Screen.

Play Liar's Dice online free

Bluff. Call. Survive.

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Free · in the browser · 2–6 players · no download

Five dice under your cup, a bid you may not believe, and a table deciding whether you're lying. Liar's Dice is the bluffing game played in every port for four hundred years — this is the online version with the house's own twist waiting at the end of each round.

See the game before you sit down

Below are real screens from the game, followed by two scenes from the back room — the deal on the felt, and the regulars at the table.

Liar's Dice game table showing a bid of seven fives, four players and a hand of collectible dice
Read the tableWatch the bid, your hand, the other players and the clock on one felt.
Revolver penalty screen with three loaded chambers and the Pull the trigger button
Face the cylinderEvery lost round raises the odds, in full view of the table.
Liar's Dice collection with a mythic chest, decorated revolver, bullets and dice
Build your collectionWin chests and bring rare dice, rounds and cylinders to the table.
Close-up of a trade over the felt: one hand slides an open case with a cylinder token and three rare dice, the other offers a brass bullet charm
Make the dealTrade rare dice, rounds and cylinders directly with other players.
The back room: Iris, Marlow and Nox at the felt table under the lamp, mid-round
Meet the houseIris, Marlow and Nox sit in when a chair is empty — the house never leaves a table short.

The same table on a phone

Play in the browser on any phone — no install, the same account, the same table.

The table on a phone: the bid, your dice and the raise, call and spot-on buttons
The revolver screen on a phone with the pull-the-trigger button
The reveal on a phone: every hand open and the bid that did not hold

Sit down at a table

Play now

Free · in the browser · 2–6 players · no download

A game of hidden dice and open lies

Everyone rolls 5 dice and keeps them hidden. Around the table the bids climb — “four threes”, “six fives” — each one a claim about every die in play, yours and theirs. Raise the bid, or call the liar. On a call the cups come up: if the dice are there, the caller loses the round; if they're short, the bidder does.

That is the entire ruleset, and it is why the game has outlived every fashion that carried it. Nothing is hidden except information, there is no luck to hide behind once the dice are rolled, and every bid you make tells the table something true about your cup even when the bid itself is a lie.

How one round plays out

Four players sit down. Everyone rolls 5 dice under a cup, so there are 20 on the table and each player can see 5 of them.

  1. “Three fours.” The opener claims at least three dice on the whole table show a four. They are holding two, so they need one more from the fifteen they cannot see. Nearly certain.
  2. “Five fours.” The next player raises. Ones are wild, so they count their two ones toward it. The bid is still comfortably under what the table should hold.
  3. “Seven fours.” A raise made on nothing at all — a bluff, and a plausible one, because the expected count at 20 dice is close to 7.
  4. “Liar.” The fourth player holds no fours and no ones, and knows the bid needs seven from fifteen unknown dice. Every cup comes up.

The count is six. The bid asked for seven, so the bidder was caught — and takes the revolver. Had the count reached seven, the caller would have taken it instead. One loop, played until one player is left.

The revolver

Here a lost round isn't a token — it's a revolver on the table. Rounds go into the chambers where everyone can see them, the cylinder spins, and the loser pulls. The odds are printed by the house before every pull — see the full probability tables. Survive, and you play on a little wiser.

The bullet is permanent, and that is what makes the game escalate. Your first loss loads the table's setting, every loss after adds another round, and the cylinder is spun fresh before each pull — so your risk is simply the rounds you carry, out of six. One is 17%. Three is a coin flip. Six is the end of the evening. A player who has been caught twice is playing a different game from the one who has not, and everyone at the table can see exactly which game that is.

Who you play against

Real people, house bots, or a table of both. Any empty chair can be filled by a bot, so a game never waits for a sixth player to arrive — and the bots are not decoration. They compute the true probability of every standing bid and act on it; what their skill setting changes is how faithfully they follow their own maths, not whether they have it. The easy ones let bluffs through, the sharp ones call you on thin bids and rarely over-reach.

If you want to practise, that makes a bot table an honest laboratory: the constants they play by are the same ones printed on the strategy page.

What you can win

Play with an account and the house pays out. Chests arrive as you climb, and they hold dice, revolver cylinders and rounds — 305 pieces in all, from common to mythic, every one of them cosmetic and none of them for sale. Bring a set you like to the table and the whole room sees it when your cup comes up. Rare pieces can be traded directly with other players.

Every item, every chest and every exact drop rate is published on the item codex — the same probabilities the server rolls, printed before you open anything.

Free, in the browser, against people or bots

No download and no account required — walk in as a guest and take a seat. Tables hold 2–6 players; empty chairs can be filled with house bots. It runs in any modern browser, on a phone as well as a desktop, and there is nothing to install and nothing to buy. The game speaks English, Ukrainian, Spanish, Portuguese and Hebrew.

An account is optional and only adds the things worth keeping: a nickname nobody else can take, a rating, a place on the house leaderboard and the collection itself — guests play, but the chests go to registered players. You can create one later without losing the guest table you are sitting at.

Where to go next

The rules
Three minutes, start to finish — bidding, wild ones, calling, spot-on and the revolver.
Strategy
What to bid, when to call, and the arithmetic that decides both — computed, not guessed.
The odds
Full probability tables for every bid and every pull of the trigger.
Variants
Dudo, Perudo, the Red Dead and Pirates of the Caribbean versions, and every house rule you can set.
The item codex
All 305 collectibles with their exact drop rates.
Questions
Accounts, guests, phones, players, bots and languages.

Sit down at a table

Play now

Free · in the browser · 2–6 players · no download