Play liar's dice against bots or let your phone referee the table: live odds on every call, automatic counting, dice tracking
Calling and raising: everyone hides five dice under their cup and takes turns claiming 'at least X dice on this table show Y'. Each call must beat the last one - more dice, or the same number of dice on a higher face - which makes a strict order, capped by the number of dice still in play. The opening call only has to be well formed. Illegal calls are disabled with the reason spelled out ('only 10 dice on the table'), and the rules engine rejects them a second time underneath.
Wild ones, and the wild/literal ladder: by default a 1 is wild and counts as any face - except when the call itself is on 1s, where a 1 only counts as itself and is never double counted. The wild/literal preset adds a conversion: calls start wild, switching to literal halves the count (rounded up), switching back to wild doubles it and adds one, and either switch frees you from the ascending face order. House rules differ everywhere, so each of the three presets pins its own reading and shows it permanently at the top of the table.
The reveal: instead of raising, challenge the standing call and every cup comes up. If the real count is greater than or equal to the call, the call holds and the challenger loses; if it is short, the caller was bluffing and loses. Worked example: four players, 20 dice, someone has called '6 × 4' and is challenged. The four hands show 1, 2, 1 and 2 fours once wild 1s are counted - six in total, 6 ≥ 6, so the call holds and the challenger drops a die. The ruling itself is completely deterministic: identical dice and an identical call always produce an identical result.
Winning and ending: the two drinking presets never remove dice - the loser just takes a mark, so there is no terminal state and you end the game when you feel like it. The elimination preset takes a die off the loser, knocks a player out at zero dice and ends when one player is left. Exactly one die leaves the table per round, so a draw is impossible. Optional Calza lets you claim the count is exactly right: hit it and you win a die back (never above five), miss it and you lose one. Optional Palifico applies to the round opened by a player down to a single die: 1s are not wild that round, and after the opening call the count is frozen so only the face may rise.
The odds coach and the three bot levels: the probability a call holds is a binomial right tail. Your own dice are certain; each unseen die matches with probability 1/3 under wild ones (1/6 for the face itself plus 1/6 for the wild), or 1/6 when the call is on 1s, when the call is literal, or during a Palifico round. Five bands drive the advice: 80%+ very likely, 60-79% solid, 40-59% a coin flip, 20-39% shaky, under 20% call it. The bots come in steady, bold and shark; bolder bots challenge sooner. All three see only the public call history - never your dice - which the unit tests prove by feeding 200 different opponent hands and asserting the decision never moves.
What this page deliberately does not do: no online multiplayer, no room codes, no accounts, no leaderboards, no coins or energy or betting, no real-money play. Passing one phone around so several people can peek at their own dice lives on the dice shaker page instead. Every record here - win rate, best streak, challenge accuracy - stays in your browser and can be wiped from the settings sheet.
⚠️ Drinking-adjacent game: please drink responsibly, adults only. This page only counts dice - no real-money play.
Last updated: 2026-08-29 · Saved on this device only