Liar's dice
strategy.

COUNT. COMPARE. CALL.

On this page · 9 sections

Liar's dice looks like a game of nerve, and nerve matters. But most games are decided earlier, by who counts better. These are habits that tend to win dice. None of them is a law: good players break each one on purpose now and then, because the table is reading them too. They use the odds tables, so keep that page open if you want the exact numbers, and the rules if anything here is unfamiliar.

Start with your own hand

Before every bid, count the dice you hold that match the face you are thinking of. In wild ones, count your 1s as well. That number is certain. Everything else on the table is a guess, so a bid on a face you hold starts with a head start.

Opening bids

Raise in small steps

A bid must go up in quantity, or stay at the same quantity with a higher face. The cheapest raise is usually the second one: keep the quantity and move up a face, when that face is also one you hold. That adds the least risk, since the number of dice you claim does not go up, and it leaves room for the next raise.

Call by comparing, not by feeling

“That sounds too high” is not a reason to call. A better question is: is calling better than the best raise I have? Whoever is wrong loses a die, so compare the chance of being wrong with each option.

Example, wild ones, fifteen dice on the table. You hold 4, 4, 1, 6 and 2, so three dice count for 4s and ten dice are unknown. The last bid is six 4s.

Your optionsWhat happens
Call liar on six 4s The bid holds 70 % of the time, so you win 30 %.
Raise to seven 4s It holds 44 % of the time if someone calls it.
Raise to eight 4s It holds 21 % of the time. That is a pure bluff.

None of these are good. Raising to seven is the best of the three, and it passes the decision to the next player. If you had held no 1s, the same bid would be much worse for you. That leads to the next point.

In wild ones, a 1 is worth a lot

A 1 in your hand counts for any face you bid on. That makes it as good as a matching die. Fifteen dice, wild ones, and the bid is six 4s. You hold one 4 and four other dice.

Your other four diceChance six 4s holds
2, 3, 5, 6 (no 1)21 %
1, 3, 5, 6 (one 1)44 %

A single 1 more than doubles the chance. In straight ones it does nothing special, which is one of the reasons the two rule sets are played so differently.

Read the bids

The odds treat every unseen die as a fresh roll, but other players do not bid at random. Their bids are evidence.

Bluff sometimes, and plausibly

A bluff works when the table can believe it. A bid a little above what the table should hold is believable. A bid far above it is a gift to whoever calls.

The endgame

With few dice left, every die is worth much more, and bids are far smaller. Two dice each, wild ones. You hold a 4 and a 2, so one die counts for 4s and two are unknown.

BidChance it holds
two 4s56 %
three 4s11 %
four 4s0 % (you hold only one)

In the endgame a bid one above what you hold is often fair, and two above is almost always a bluff. Check the real count before every raise.

Common mistakes

Play it with a rating

Pips & Lies is liar's dice online. You play real opponents in ranked queues, with an Elo rating on every ladder, or at a private table with friends that never touches your rating.

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