1
one two
1
one three
1
one four
1
one five
1
one six
1
one one
2
two twos
2
two threes
2
two fours
2
two fives
2
two sixes
3
three twos
3
three threes
3
three fours
3
three fives
3
three sixes
2
two ones
4
four twos
4
four threes
4
four fours
4
four fives
4
four sixes
5
five twos
5
five threes
5
five fours
5
five fives
5
five sixes
3
three ones
6
six twos
6
six threes
6
six fours
6
six fives
6
six sixes
7
seven twos
7
seven threes
7
seven fours
7
seven fives
7
seven sixes
4
four ones
8
eight twos
8
eight threes
8
eight fours
8
eight fives
8
eight sixes
9
5
10
11
6
12
13
7
14
15
8
etc.
Rules
• Each player starts with 5 dice
• Each player rolls 1 die to decide
to goes first, highest wins
• Each player then rolls their 5 dice
at the same time
• Each player looks at their five
dice, but does not reveal to other players
• On a player's turn, they have one
of two choices:
1. Make a claim about the total number of dice in play, for example, "five fours", then pass the turn on the next player
2. Call "liar" on the previous player's claim
• The number 1 on a die is considered
"wildcard" as a part of the claim
• The claim MUST be higher than the
previous player's claim (see the chart)
• If liar is called, all players
reveal their dice and push forward those relevant to the claim
• For example, if a previous player
claims "five fours" and the player in turn calls "liar", each player reveals their dice and pushes forward all 5 and 1 dice.
• The total of the pushed dice is
counted
• If the previous player's claim is
higher than the counted dice, that player loses the round and forfeits the amount of dice by which their claim was false into the discard pile
• If the previous player's claim is
lower than the counted dice, the player calling "liar" forfeits the amount of dice by which their claim was false into the discard pile
• If the previous player's claim is
exactly the counted dice, the player calling "liar" forfeits 1 die into the discard pile
• The loser of the round goes first
on the next round
• Once a player has forfeited all
dice, they are out and do not participate in future rounds
• The last player with one or more
dice wins
House rules
• The adult version may use a
substitute term when calling "liar"
• If a player asks, "whose turn is
it?" or "is it my turn?", forfeit one die to the discard pile
• If a player asks, "how many are
left?", forfeit one die to the discard pile (use the discard pile to find how many are left!)
• Table talk, fishing and probing are
allowed before a player makes a choice, for example, "so you have a lot of fives hey?"
• Roll your 5 dice, have a look, but
show nobody else
• On your turn, either:
1. make a higher claim than the
previous player
2. call the previous player a "liar"
• If anyone decides "liar" everyone
reveals their dice and pushes forward the relevant dice
• Count the dice to decide if you there
was a liar
• Depending on the count, one player
will lose one or more dice
• Loser goes first for the next round
• The overall winner is the last person
with one or more dice
• A claim is higher by being either:
◦ a higher count
◦ the same count with a higher dice value
◦ the higher count and a higher dice value
• For example:
◦ "four fives" is higher than "three fives"
◦ "seven threes is higher than seven twos"
◦ "twelve sixes is higher then "eight fours"
• The 1 dice value is a wildcard and is
included in the claim, except when the claim itself is about 1.
• If the claim is for ones, then the count
must be more than half of the count in the previous claim to be considered higher.
• For example:
◦ "two ones" is higher than "three sixes"
because two is more than half of three
◦ "three ones" is higher than "five threes"
because three is higher than half of five
◦ "four ones" is higher than "six fours"
because four is higher than half of six
See the table over the page for a detailed breakdown of the ordering of a claim.
Game play
Making a claim