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

Liar's Dice odds

These tables aren't transcribed from a book — they're computed at build time by the same code the game server runs. When you see 17% here, that is the number the house is playing.

Bid calculator

Set the table the way it stands in front of you — the dice in play, what is under your cup, the bid you have to answer — and read how likely that bid is. Your own dice are certain; the calculator prices the rest.

60%The bid is true

21%The count is exact

Still needed: 5 · Dice you cannot see: 15

A house bot would raise.

A house bot calls when a bid is less than 28% likely to be true, and says spot on when the exact count is more than 30% likely. Every answer the calculator can give is checked against the rule code the game server runs.

The revolver: odds per pull

Chance the revolver fires, by bullets in the cylinder — every pull is a fresh spin
Bullets123456
%17%33%50%67%83%100%

The whole arithmetic in one line: the chance is the bullets you carry, out of six. Every lost round adds a bullet — permanently — and the cylinder spins fresh before every pull, so nothing else matters: one bullet is 17%, three is even money, six is the end. The escalation is the game; every mistake makes the next one dearer.

Bids: how many dice are really out there

With ones wild, a die helps your bid on two faces of six — the named face and the wild — so the expected count is one die in three. A full table of six players holds 30 dice: expect 10 dice behind any given face, and treat bids past that number with suspicion.

Chance at least this many dice show a face — ones wild (a die helps on 2 of 6 sides)
5 dice10 dice15 dice20 dice25 dice30 dice
At least 187%98%100%100%100%100%
At least 254%90%98%100%100%100%
At least 321%70%92%98%100%100%
At least 45%44%79%94%99%100%
At least 5<1%21%60%85%95%99%
At least 6<1%8%38%70%89%96%
At least 7<1%2%20%52%78%92%
At least 8<1%<1%9%34%63%83%
At least 9<1%<1%3%19%46%71%
At least 10<1%<1%1%9%30%57%
Chance at least this many dice show a face — ones not wild (1 of 6 sides)
5 dice10 dice15 dice20 dice25 dice30 dice
At least 160%84%94%97%99%100%
At least 220%52%74%87%94%97%
At least 34%22%47%67%81%90%
At least 4<1%7%23%43%62%76%
At least 5<1%2%9%23%41%58%
At least 6<1%<1%3%10%23%38%
At least 7<1%<1%1%4%11%22%
At least 8<1%<1%<1%1%4%11%
At least 9<1%<1%<1%<1%2%5%
At least 10<1%<1%<1%<1%<1%2%

Spot on: how often the count is exact

The exact call pays only when the count lands precisely on the bid. That is a much narrower target than “at least” — it tops out around one chance in three, right at the expected count, and falls away fast on both sides. Call it near the expectation or not at all.

Chance the count is exactly this — ones wild; the number a spot-on call lives by
5 dice10 dice15 dice20 dice25 dice30 dice
Exactly 133%9%2%<1%<1%<1%
Exactly 233%20%6%1%<1%<1%
Exactly 316%26%13%4%1%<1%
Exactly 44%23%19%9%3%1%
Exactly 5<1%14%21%15%7%2%
Exactly 6<1%6%18%18%11%5%
Exactly 7<1%2%11%18%15%8%
Exactly 8<1%<1%6%15%17%12%
Exactly 9<1%<1%2%10%16%15%
Exactly 10<1%<1%1%5%13%15%

Reading the tables at the table

Start from your own cup. If you hold two fives and the bid is “six fives” at a table of 20 dice, the question is whether four more fives hide among the 15 dice you can't see — and the wild table above answers for 15 dice at “at least 4”: very likely, about four chances in five. Even money only arrives a step or two higher, around “at least 5” or “at least 6”. Bids under the expected count are almost never worth calling; bids two or three past it almost always are. The space between is the game.

Sit down at a table

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