Liar's dice
Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception.
In "single hand" liar's dice games, each player has a set of dice, all players roll once, and the bids relate to the dice each player can see plus all the concealed dice. In "common hand" games, there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled.
The genre has its roots in South America, with games there being known as Dudo, Cachito, Perudo or Dadinho; other names include "pirate's dice," "deception dice" and "diception." The drinking game version is sometimes called Mexicali or Mexican in the United States; the latter term may be a corruption of Mäxchen, the name by which a similar game, Mia, is known in Germany, while Liar's dice is known in Germany as Bluff. It is known by various names in Asia.
Single hand
Five dice are used per player with dice cups used for concealment.Each round, each player rolls a "hand" of dice under their cup and looks at their hand while keeping it concealed from the other players. The first player begins bidding, announcing any face value and the minimum number of dice that the player believes are showing that value, under all of the cups in the game. Ones are often wild, always counting as the face of the current bid.
Turns rotate among the players in a clockwise order. Each player has two choices during their turn: to make a higher bid, or challenge the previous bid—typically with a call of "liar". Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used. There are many variants of allowed and disallowed bids; common bidding variants, given a previous bid of an arbitrary quantity and face value, include:
- the player may bid a higher quantity of any particular face, or the same quantity of a higher face ;
- the player may bid a higher quantity of the same face, or any particular quantity of a higher face ;
- the player may bid a higher quantity of the same face or the same quantity of a higher face.
Variants
- Instead of the current player being the only one who can raise the bet, challenge the previously-made bid, any player may raise or challenge a bid at any time. The first challenge made ends the round, and the challenger closest to the current bidder in the direction of play has priority if multiple players challenge at the same time.
- If played with the above variant, the player who made the last bid may count aloud from 1 to 10. If he reaches 10 with no one challenging or increasing the bid, the round ends with that player earning back a die. A player may have more than 5 dice that way, and any player who reaches 10 dice that way wins the game.
- With the above-mentioned variants, some players may stay quiet and win easily. To avoid that, the following rule may be added: Each time a player loses a challenge, he loses a die normally, but the two players sitting to their left and right lose a die as well.
- Another solution to the above-mentioned variants is to force all players to choose a side: Each player holds a two-sided item, and decides which side means 'true', and which means 'lie'. When a player challenges, all players must join the challenge, placing their items on the table on either 'true' or 'lie', hidden beneath their hands. Once all players have joined, the items are revealed and the table is divided into players who support either side of the challenge. Every player on the losing side loses a die at the end of the challenge.
- With some bidding systems, a player may elect to choose one or more dice of matching value from under their cup, place them outside the cup in view of the other players, re-roll the remaining dice, and make a new bid of any quantity of that face value.
- When a player has no two dice with the same face, he may choose to pass once in a game round. If he does so, the bid will not be raised. The next player can raise the bid using standard rules, or call the bluff. By doing so, he challenges the claim of the passing player having no two dice with the same face. This is commonly used in multi-round games where dice are removed from the game, as it helps players with few dice left to gain more information about the other dice without risk.
- If a bidder is challenged, yet their bid was "spot on", they may win back a die.
- Instead of raising or challenging, the player can claim that the current bid is exactly correct. If the number is higher or lower, the player loses to the previous bidder, but if they are correct, they win. A "spot-on" claim typically has a lower chance of being correct than a challenge, so a correct "spot on" call sometimes has a greater reward, such as the player regaining a previously lost die or all other players losing a die.
Elements of strategy
However, a high bid is not necessarily incorrect, because bids incorporate information the player knows. A player who holds several dice of a single value may make a bid, with fifteen dice on the table, of "six threes". To an outside observer who sees none of the dice, this has an extremely low probability of being correct, however since the player knows the value of five of those dice, the player is actually betting that there are two additional threes among the ten unknown dice. This is far more likely to be true.
Each bid gives others at the table information. Players, through subsequent bids, reveal the players' confidence in the quantity of each face value rolled. A player with two or three of a certain face value under his or her own cup may make a bid favoring that face value. Players can thus use these bids to build a mental picture of the unknown values, which either strengthens or weakens their confidence in a bid they are considering. Others may consider a bid as evidence it is true, and if their own dice support the same conclusion, may increase the bid on that face value, or if their dice refute it may bid on a different face, or challenge the previous bid.
Conversely, bids can also be bluffs. Bluffs in liar's dice can be split into two main categories: early bluffs and late bluffs. An early bluff is likely to be correct by simple probability, but other players may believe the bidder made that bid because his or her dice supported it. Thus, the bluff is false information that can lead to incorrect higher bids being made on that face value. Players will thus attempt to trick other players into overbidding by use of early bluffs to inflate a particular face value. A late bluff, on the other hand, is usually less voluntary; the player is often unwilling to challenge a bid, but as a higher bid is even more likely to be incorrect it is even less appealing. A late bluff is thus a critical part of the game; convincing bluffs, as well as reliable detection of bluffs, allow the player to avoid being challenged on an incorrect bid.
Playing Liar's dice involves interpersonal skills similar to other bluffing games such as poker. Being able to reliably detect bluffs through giveaways, or "tells", and analyzing a player's bidding history for patterns that can indicate the likelihood of a bluff, are important skills here just as in poker.
Dice odds
For a given number of unknown dice n, the probability that exactly a certain quantity q of any face value are showing, P, isWhere C is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution.
For the same n, the probability P' that at least q dice are showing a given face is the sum of P for all x such that q ≤ x ≤ n, or
These equations can be used to calculate and chart the probability of exactly q and at least q for any or multiple n. For most purposes, it is sufficient to know the following facts of dice probability:
- The expected quantity of any face value among a number of unknown dice is one-sixth the total unknown dice.
- A bid of the expected quantity, rounded down, has a greater than 50% chance of being correct and the highest chance of being exactly correct.
Common hand
- Five of a kind: e.g., 44444
- Four of a kind: e.g., 22225
- High straight: 23456
- Full house: e.g., 66111
- Three of a kind: e.g., 44432
- Low straight: 12345
- Two pair: e.g., 22551
- Pair: e.g., 66532
- Runt: e.g., 13456
Drinking game version
The first player rolls two dice under a cup and claims a roll. Most claims are scored by reading the higher die as the 10s place and the lower as the 1s, e.g., a roll of 1 and 4 is read as "41". Doubles are higher than "65", and what would be the lowest roll 2-1, is a "Mexican" and higher than 6-6.Special rolls:
- 3-1 Social
- 3-2 Reverse
- 2-1 Mexican
Commercial versions
- 1993 Call My Bluff, by FX Schmid, designer Richard Borg, won the 1993 Spiel des Jahres and Deutscher Spiele Preis awards.