Liar's Dice rules
Three minutes to learn. The whole game is one loop: bid higher, or call the liar — and the revolver settles whoever gets it wrong.
The setup
Each player gets 5 dice and a cup. Everyone rolls at once and looks only at their own dice. What's under the other cups is the whole mystery of the game — at a full table of six that's 30 dice, and you can see just 5 of them.
Bidding
The first player names a quantity and a face: “three fours” means “across every cup on this table there are at least three dice showing four.” The next player must raise — either more dice, or the same number of dice on a higher face — or stop the music and call. There is no passing. Each turn has a clock (60 seconds by default), and a player who lets it run out has the lowest legal raise made for them.
Ones are wild
By default, every die showing 1 counts toward whatever face the current bid names. That's why you can't bid on ones themselves while they're wild — the bid would count them twice. Hosts can switch the rule off, and ones become ordinary pips; the odds tables show both worlds side by side.
Calling the liar
When a bid strains belief, call. The round freezes, every cup comes up, and the house counts the named face — wilds included — in front of everyone.
Spot on — the exact call
On your turn you have a third road: declare the standing bid exactly right — not one die more, not one less. Nail it, and the whole table pays: every other player has one round added to their cylinder — permanently — and pulls the trigger, one after another, while you watch. Miss in either direction and the revolver is yours, same as a failed call. The house prices the exact call honestly on the odds page; hosts can switch the rule off.
The reveal
If the count meets the bid, the bid was honest and the caller loses the round. If it falls short, the bidder was caught and they lose. Either way exactly one player is holding the round's bill.
The revolver
The loser takes the revolver. The house loads it in the open — everyone watches the rounds go into the chambers — then the cylinder spins, and nobody, including the player, knows which chamber sits under the hammer. One pull. With one round loaded that's a 17% chance on the first pull; the loser of the next round picks the gun up where it was left, and with each spent chamber the odds get worse. A player whose luck runs out leaves the game.
Winning the table
Last player alive wins. Rated tables move your nerve — the rating that decides your rank at the house — and every result lands in your history. The exact bid-legality rules, timers and the dice economy the server enforces are the same ones described here: the page and the game are built from the same code.