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Liar's dice or Liar dice is a class of dice games for two or more players. They are easy to learn, require little equipment, and can be played as gambling or drinking games. Playing them well requires the ability to deceive and detect an opponent's deception.
It has roots in South America and was popularized in early Spanish History, was brought to Spain by the Spanish conqueror Francisco Pizarro during the 16th century. It became extremely popular in Hong Kong and consequentially China. It is a popular game in China, where most bars and clubs will have dice and cups stationed at tables. [1]
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Versions of the game are known as Deception Dice, Diception, Dudo, or Cachito. The equivalent drinking game is sometimes called Mexicali or Mexican in the United States; the latter term may be a corruption of Mäxchen ("Little Max"), the name by which a similar game, Mia, is known in Germany, while Liar's dice is known in Germany as Bluff.
There are at least three different versions of liar's dice; it's uncertain which version is the original. In each of them, dice are rolled in a concealed fashion and bids made about the result of the roll. Players must either raise the bid or challenge the previous bid in turn.
In "common hand", each player has a set of dice, all players roll once, and the bids relate to the dice each player can see (their hand) plus all the concealed dice (the other players' hands).
In "individual hand", there is one set of dice which is passed from player to player. The bids relate to the dice as they are in front of the bidder after selected dice have been re-rolled.
Five six-sided dice are used per player, with dice cups used for concealment.
Each round, each player rolls their dice under their cups and looks at their new hand while keeping it concealed from the other players. The first player begins bidding, picking a face and a quantity. The quantity is the claim of how many of the chosen face have been rolled in total on the table. The 1s are often wild and count as the face of the current bid.
Each player has two choices during his turn: make a higher bid, or challenge the previous bid. Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used.
If the current player challenges the current bid, all dice are revealed. If the bid is valid, the bidder wins. Otherwise, the challenger wins.
Playing Liar's dice involves many subtleties and interpersonal skills similar to other bluffing games such as Poker. However, there are some universal elements of strategy.
Perhaps foremost, a bid gives others at the table information. Players, through subsequent bids, reveal the players' confidence in the quantity of each face value rolled. A player with two or three of a certain face value under his or her own cup may make a bid favoring that face value. Players can thus use these bids to build a mental picture of the unknown values, which either strengthens or weakens their confidence in a bid they are considering. Others may consider a bid as evidence it is true, and if their own dice support the same conclusion, may increase the bid on that face value, or if their dice refute it may bid on a different face, or challenge the previous bid.
Conversely, bids can also be bluffs. Bluffs in liar's dice can be split into two main categories: early bluffs and late bluffs. An early bluff is likely to be correct by simple probability (depending on the number of players), but other players may believe the bidder made that bid because his or her dice supported it. Thus, the bluff is false information that can lead to incorrect bids being made on that face value. Players will thus attempt to trick other players into overbidding by use of early bluffs to inflate a particular face value. A late bluff, on the other hand, is usually less voluntary; the player is often unwilling to challenge a bid, but as a higher bid is even more likely to be incorrect it is even less appealing. A late bluff is thus a critical part of the game; convincing bluffs, as well as reliable detection of bluffs, allow the player to avoid being challenged on an incorrect bid.
As with any game of chance, probability is highly important. The key element is the "expected quantity"; the quantity of any face value that has the highest probability of being present. For six-sided dice, the expected quantity is one-sixth the number of dice in play, rounded down. When wilds are used, the expected quantity is doubled as players can expect as many aces, on average, as any other value. Because each rolled die is independent of all others, any combination of values is possible, but the "expected quantity" has a greater than 50% chance of being correct, and the highest probability of being exactly correct. For example, when 15 dice are in play and wilds are used, the expected quantity is 5. The chances of a bid of 5 being correct are about 59.5%; in contrast, the chances of a bid of 8 being correct are only about 8.8%.
However, a high bid is not necessarily incorrect, because bids incorporate information the player knows. A player who holds a preponderance of a single value (for instance, four out of the five dice in his hand are threes) may make a bid, with fifteen dice on the table, of "six threes". To an outside observer who sees none of the dice, this has an extremely low probability of being correct (even with wilds), however since the player knows the value of five of those dice, the player is actually betting that there are two additional threes among the ten unknown dice. This is far more likely to be true.
For a given number of unknown dice n, the probability that exactly a certain quantity q of any face value are showing, P(q), is

Where C(n,q) is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution
.
For the same n, the probability P'(q) that at least q dice are showing a given face is the sum of P(x) for all x such that q ≤ x ≤ n, or

These equations can be used to calculate and chart the probability of exactly q and at least q for any or multiple n. For most purposes, it is sufficient to know the following facts of dice probability:
The "individual hand" version is for two players. Each player rolls a die to determine the first caller. Both players then roll their dice at the same time, and examine their hands. Hands are called in style similar to poker:
After the each announcement, the other place may call a higher-ranking hand, call the bluff, or re-roll some or all of their dice.
When a bluff is called, the accused bluffer reveals their dice and the winner is determined.[2]
The Stanford variation is played with one set of dice. Players can reveal dice or remove them from view, as well as roll them inside or outside of the box.
The first player rolls two dice under a cup and claims a roll. Most claims are scored by reading the higher die as the 10s place and the lower as the 1s, e.g., a roll of 1 and 4 is read as "41". Doubles are higher than "65", and what would be the lowest roll 2-1, is a "Mexican" and higher than 6-6.
Special rolls:
The next player may do one of two things:
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