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Liar’s Dice Rules: A Perudo-Style Round

Make a bid about all the hidden dice, raise it or challenge it.

By Luma Game Hub EditorialVerified against source

Quick answer

Set up and roll

Give each player five standard six-sided dice and a cup or other cover. Everyone rolls secretly and looks only at their own dice. Play proceeds clockwise. The opening bid must name an ordinary face from 2 through 6; it cannot name ones.

Zygomatic: English Perudo rulebookOfficial source for the selected ordinary-round rules.

This guide teaches the ordinary-round rules of a Perudo-style game using the official Zygomatic English rulebook. Other Liar’s Dice versions differ. The optional Last die/Palifico and Bullseye/Calza rules are off here.

Each bid says that at least a given number of dice across all players match a face. Ones are wild in this round, so they also count toward an ordinary face.

Make and raise a bid

A bid such as “four twos” claims that at least four dice among all players are twos or wild ones. On your turn, raise the previous bid or challenge it. For ordinary faces, keep the count and name a higher face, or increase the count and choose any ordinary face. A legal raise can still be false.

Switch between ordinary faces and ones

To switch from an ordinary bid of quantity q to ones, bid at least half q rounded up. To switch from q ones back to an ordinary face, bid at least 2q + 1. For example, five fours can become at least three ones; three ones can become at least seven of an ordinary face, not six.

Challenge, reveal and start the next round

Challenge the immediately preceding bid and everyone reveals their dice. Count the named ordinary face plus ones; when the bid names ones, count ones. If the count is at least the bid, the challenger loses one die. Otherwise the bidder loses one die. The loser starts the next round after everyone rolls their remaining dice again. If the loser lost their last die and is eliminated, the player to their left starts. The last player with dice wins.

Worked round: four twos, seven twos, challenge

Three players each have five hidden dice: A has 1, 2, 3, 4, 6; B has 1, 2, 2, 5, 6; C has 2, 3, 4, 5, 6. A bids four twos. B raises to seven twos. C challenges B and all reveal. There are four natural twos and two wild ones, for six matches. Six is below seven, so B loses one die: B has four, A and C have five each, and the total falls from 15 to 14. B starts the next round.

Equality counts as enough

With the same revealed dice, a final bid of six twos would be true: six matches is at least six. The challenger, C, would lose one die. The bid does not have to be exceeded.

Agree on the version

This explanation keeps Last die/Palifico and Bullseye/Calza switched off. Other sets and house rules can change wild dice, bidding or challenges; agree on the rules before playing instead of mixing versions.

Frequently Asked Questions

Do ones count as twos?
In this ordinary-round version, ones are wild and count toward a bid on any ordinary face, including twos.
Can the first bid be ones?
No. The opening bid names a face from 2 to 6. Later bids may switch to ones using the stated conversion.
What if the revealed count equals the bid?
The bid is true because it means at least that many. The challenger loses one die.
Who starts after an elimination?
If the player who lost a die is eliminated, the player to their left starts the next round.
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For more tabletop rules, see the related Farkle and Shut the Box guides.

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