Liar''s Dice Rules
My goodness – my Guinness! Guinness fans will appreciate the look of the world’s favorite stout on this classic pub game. Inspired by an Indian dice bluffing game, Guinness Games: Liar's Dice from Front Porch Classics is a fun and easy way to enjoy countless hours with friends and family. I don’t recommend playing Liar’s Boggle with all twenty-five dice unless you want to play for hours; discard nine or ten dice at the start of the game. (I especially recommend discarding the “Qu” die.) Between rounds, you may allow players to trade one or more of their dice with other discarded dice, as long as they do it publicly. Each player takes a dice cup and five white dice. Shake up your dice and give 'em a roll, but don't let your opponents see what you rolled. Keep them concealed under your cup. You may peek in your cup as often as you like, but secrecy is a priority in Liar's Dice! Choose a player to begin the first round bidding. Liar's Dice is a dice game played with poker dice (we found some at the local dollar store). Because the bid always has to be raised, people are forced to bluff at some point. Whether they get caught or not is the spice of the game. You can play this for honor, drinks, money, etc. These dice are out of play for the remainder of the game. Once you're out of dice you're out of the game! Challenge Examples. Example 1: You challenge a bid of nine 5's. When all white dice are revealed seven 5's and four Wild Stars are counted. It's eleven 5's in all - two more than the bid amount.
This week we do not need to make a game but do a dramatic rules change to the game Liar’s Dice. It is a game designed for 2 or more players, the more players the more fun it is. It is normally a gambling game with chance and bluffing as the main dynamics of the game. Players will have a cup and 5 dice each to play. You roll the dice in the cup and hide what you rolled from the other players. Players use what they know (their own dice) and what they think the other players have by guessing or using what has been previously bet beforehand. The player after them has 3 choices to make:
-LYING: They can call their bluff by saying they are lying meaning there are less of the number that they guessed then there are between the players. i.e. if they say 4 twos and there are 3 or less between all the players then they are lying. If they are wrong and there are more or equal to the number they guessed they lose a die. i.e. if there are 6 twos.
-CORRECT: The player can instead decide that the player is spot on meaning if there are exactly the number they guessed then every other player loses a die. i.e. if they said 4 twos and there are exactly 4 twos between all players they are correct. If there are not exactly as many as they guessed then they lose a die instead.
-GUESS: The player can make their own guess if they think the player is correct but not exactly correct. When they make their guess their number of faces must be higher than the previous guess. i.e. if the player before them guessed 3 sixes then they must guess 4 or more of any facing such as 4 fives.
Liar's Dice Betting Rules
The whole point of the game is to not lose your dice. When you lose all your dice you lose the game, and most likely your money (or more years on Davy Jones’ ship).
Liar's Dice Simple Rules
There is an obvious positive feedback loop where the player who is not losing dice has the most knowledge about the dice on the table. So as you do better you can keep doing better because you know more than they do. Our task this week was to change that. Removing a positive feedback loop means that when someone does something right they don’t benefit from it. So in the case of Liar’s Dice this would be removing the advantage of having more dice. If we take away the winner’s dice with the other players to make it even then that wouldn’t make people even want to call other people out as it leads to losing. This means we have to give players dice to make it even, but instead no one would lose. So my solution was to instead of losing when you run of out dice you lose when you run out of tokens. Each player will start with 5 tokens (the same amount as you would have for dice) and instead of losing a die when you are wrong you lose a token instead. I prefer using a separate die as my token counter. I found that using this rule change has made the game more even and sometimes take longer because no one can steam roll the others.