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Home › Drinking Games › Liar's Dice Trainer

Liar's Dice Trainer

Play liar's dice against bots or let your phone referee the table: live odds on every call, automatic counting, dice tracking

👥 1 player vs bots / 2-8 at the table🍻 Drinking Games⚡ No download · No sign-up
Calza offGot a crowd? Use the phone as the cup →

Shaking...

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🕹️ How to play

  1. Make a call - the hand is already dealt: No setup screen, no start button: your five dice are shaken and showing the moment the page loads. The bottom button comes pre-filled with a legal call such as 'Call 2 × 2'. A call claims that at least X dice on the whole table show face Y.
  2. Read the odds bar, then raise or challenge: Once a bot answers, the bottom row becomes 'Raise' and 'Challenge'. The bar above the stepper shows the live probability that the standing call holds plus a one-line read ('At least 4 × 5 ≈ 68% · solid, challenging is a real risk'), recalculated every time you nudge the count or the face. Hide it with one tap if you'd rather play blind.
  3. Challenge and watch the cups come up: Cups lift one by one, matching dice light up in cyan, wild 1s light up in amber with a star badge, and the counter climbs to the real total. The verdict line spells out what was called, what was actually there, how many of those were wild 1s, and who loses a die. The bot then explains the call it made.
  4. Play to the last die - or referee a real table: In the elimination rules the loser drops a die, is knocked out at zero and the last player holding dice wins; the settlement screen's first button is 'Play again'. If the dice are on a real table instead, switch to referee mode: enter the players, keep their dice counts, report each player's matching dice at the reveal and the phone totals it, rules on it and takes the die or the mark.

📖 Rules & variants

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.

❓ FAQ

How do you play liar's dice?
Everyone hides five dice, then players take turns claiming there are at least X dice showing face Y across the whole table, each claim beating the last. When someone doesn't believe it, they challenge and all cups come up: if the count is there the challenger loses, if it isn't the caller loses. This page deals the hand before you read anything, so you can just press the pre-filled call and learn by playing.
What are the rules for liar's dice with wild ones?
A 1 counts as any face, so a call on 5s is satisfied by every 5 and every 1 on the table. The one exception: if the call itself is on 1s, each 1 counts once as itself and gets no wild bonus. Wild ones roughly double how often an unknown die matches, from 1/6 to 1/3, which is why calls run much higher in wild games than in literal ones.
When should you challenge in liar's dice?
Count your own matches first - they are the only certainty you have - then treat every unseen die as a 1/3 chance under wild ones or 1/6 without. The odds bar on this page does that arithmetic live: under 20% call it, 20-39% challenging is reasonable, 40-59% the numbers are useless and you should read the player, above 60% challenging is expensive. Probability is not a verdict, though - sometimes they really do hold it.
Can you play liar's dice single player against a computer?
Yes - that is what practice mode is. You sit against one to three bots in steady, bold or shark difficulty, and a full elimination game runs about two minutes heads-up. The bots only receive the public call history, so there is no hidden-information cheating: swap every other hand at the table and their decision is byte-identical.
How many players and how many dice in liar's dice?
Five dice each is the standard, and 2 to 8 players all work - the bigger the pool of hidden dice, the wilder the calls get. Practice mode seats you against one to three bots, while referee mode tracks a real table of 2 to 8, remembering how many dice each player still has and who has been knocked out.
What is Calza and Palifico in dudo?
Calza claims the count is exactly right rather than at least right; hit it and you win a die back (capped at five), miss and you lose one. Palifico is the round opened by a player down to their last die: wild ones are switched off for everyone that round, and after the opening call the count is frozen so the only legal raise is a higher face. Both are optional switches on the elimination preset here, off by default so a first game stays simple.

⚠️ 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