🎲 Dice Shake
Shake to roll - run a full liar's dice round with one phone: secret cups, pass and bluff, loser drinks
🕹️ How to play
- Pick a mode: quick roll or liar's dice: Switch modes up top: quick roll is a plain online dice cup — pick 1–6 dice, shake to see faces and total, great as a decision maker or drink prompt. Liar's dice is a 2–8 player pass-the-phone bluff game; set players and the wild/strict house rule, then start.
- Secret shake: three-step anti-peek pass: Each player gets 5 dice. In seat order: confirm nobody is peeking, tap to open, own the screen while you shake and memorize your 5, then hide (they vanish instantly) and pass on. Dice live only in the phone's memory — others can't see them.
- Round-by-round bidding, ever higher: Starting from one player, call 'N of face X'. The next must raise — more dice, or the same count on a higher face. Under the wild rule 1s count as any face. The phone's tracker shows the current bid and whose turn it is, and blocks illegal raises.
- Challenge to reveal — the loser drinks: Instead of bidding, shout 'challenge' to doubt the last call. The phone reveals every die and counts the called face (1s included under wild): if the actual count ≥ the call, the bid holds and the challenger drinks; if fewer, it was a bluff and the bidder drinks.
📖 Rules & variants
Two modes: quick roll is a single-screen online dice cup (1–6 dice, shake or tap for faces and total, no winner — a decision maker or drink prompt); liar's dice (bluff) is the main mode, 2–8 players on one shared phone with a fixed 5 dice each. Rolls use one unified, fair, reproducible RNG.
Secret shake & anti-peek: liar's dice has hidden info — only you see your dice. Pass the phone in seat order through confirm → shake & memorize → hide & pass. No dice show before you confirm and they vanish once hidden, so one screen never exposes multiple hands. Dice stay in memory, never written to the browser; a refresh restarts the round.
Bidding: from the opener, each player calls 'N of face X', forming an ever-rising order — the next raises the count, or keeps the count on a higher face; the count caps at the table total (5×players). The opening call has no 'beat the last' constraint. A collapsible tracker records the current bid and turn and rejects illegal raises; bidding itself stays verbal, the tracker only assists.
Wild vs strict: under wild (default) 1s are jokers — when counting the called face, 1s count toward it (when the call itself is 1s, count literally, no double add); under strict, 1s count only as 1. On a challenge, every die is revealed and the called face counted per the rule: actual ≥ call → bid holds, the challenger drinks; actual < call → a bluff, the bidder drinks.
Penalty & variants: the penalty here is fixed to 'the loser drinks' — for varied dares visit the drink wheel or punishment wheel (cross-linked, no duplicated bank). Common verbal house rules include fly/no-fly (whether round one can be challenged, or double-kill) and flexible 2–8 players; the phone only shakes fairly and counts on reveal, doubling is settled verbally. No online play, no AI bots, no real-money betting.
❓ FAQ
🎮 Related games
⚠️ Contains alcohol themes: please drink responsibly, not for minors. For varied dares, try the drink wheel / punishment wheel.
Last updated: 2026-07-21 · Saved on this device only