The idea is deliciously simple: everyone shakes five dice under a cup and peeks only at their own roll. The players then take turns bidding on what's on the table in total — and since nobody sees more than their own five dice, it all comes down to estimating, bluffing, and calling "dudo!" at just the right moment. Once you know Liar's Dice, you'll immediately see why Mia, the other great dice bluffing game, so often sits on the table right beside it.
On this page
What do you need?
- The Perudo box contains 30 dice in six colors and six matching cups: every player gets five dice and one cup in their own color.
- In genuine Perudo editions, the 1 is replaced by an Aztec head, the "paco" — a nod to the game's South American origins. In the rules below we simply call those dice aces.
- 2 to 6 players, from around age 8. A game takes about 30 minutes.
Don't have the box? Five ordinary dice and a mug per player work just as well — the 1 is then the ace. More on that under Playing Liar's Dice without the box.
The goal
Lose a challenge and you hand in a die — and once you're out of dice, you're out of the game. So the goal is simple: be the last player left with at least one die. The winner is the player who remains when everyone else has lost their dice.
How a round works
- Shake and peek. All players shake their dice under their cups at the same time, slam the cups upside down on the table, and sneak a look at only their own roll.
- The opening bid. The starting player makes a bid of the form "there are at least x dice of value y on the table in total" — for example "four fives." Careful: the bid is about all the dice of all the players combined, not just your own cup.
- Raise, dudo, or calza. The next player (clockwise) has three options: raise the bid, call dudo to challenge the bid, or call calza to claim the bid is exactly right.
Raising means: the quantity and/or the value goes up. After "four fives," "five fives" is valid (quantity up), and so is "four sixes" (value up). You may even lower the value, as long as the quantity rises: from "five threes" to "six twos" is a perfectly fine bid. That's how the bid climbs higher every turn, until someone no longer believes it.
Aces as wilds and the two switching rules
Aces (the pacos) are wild: when the dice are counted, they count toward every bid value. So whoever bids "six fours" is counting on fours and aces together. But you may also bid directly on aces — and that's exactly where the two switching rules hide that most explanations leave out:
- Switching to an aces bid: you may halve the quantity, rounding up. Because aces are twice as rare as "a value plus wilds," an aces bid at half the count is worth just as much.
- Switching back from aces to a regular value: the quantity must become at least double plus one. The discount you got switching in, you pay back with interest switching out.
| Last bid | Minimum valid switch bid | The math |
|---|---|---|
| five threes | three aces | 5 ÷ 2 = 2.5 → rounded up to 3 |
| three aces | seven of any value | (3 × 2) + 1 = 7 |
A well-timed switch to aces pushes the bid sharply down — and forces the next player into a much higher bid or a risky challenge.
Dudo: challenging the bid
If you don't believe the last bid, you call "dudo" (Spanish for "I doubt"). All the cups come off and the counting begins: every die showing the bid value plus all the aces counts.
- If the actual count is lower than the bid, the challenger was right: the bidder loses a die.
- If the actual count is equal to or higher than the bid, the bid was good: the challenger loses a die.
The loser sets one die aside for good and opens the next round. Whoever hands in their last die is eliminated.
Calza: exactly right
Besides dudo, Perudo has a second, bolder call: "calza". With it you claim that the last bid is exactly right — no more and no less. Everyone except the bidder may call calza, and even out of turn.
- If the bid is exactly right, the caller gets back one die they lost earlier (up to the maximum of five).
- If the caller is wrong, they hand in a die themselves.
Variants: some editions punish a failed calza with 1 to 2 dice, or allow calza only while more than half of all the dice are still in play. Agree in advance which version you're playing.
Palifico
When a player loses their fourth die and is down to one die for the first time, they open the next round by announcing "palifico". Stricter rules apply for that one round:
- Aces are not wild — they only count if the bid is literally on aces.
- The bid value is locked: the value from the opening bid stands for the entire round, and the following players may only raise the quantity.
- Exception: players who are themselves down to just one die are allowed to change the value.
Palifico gives the player on the brink of elimination one more round with home-field advantage — after all, they choose the value everyone else is stuck with.
Tactics and odds
Liar's Dice is a bluffing game, but probability gives your bluffs a foundation. Rule of thumb: the expected number of dice per value is the total number of dice on the table divided by 3 (each value appears on 1 in 6 dice on average, plus 1 in 6 aces as wilds). For aces themselves you divide by 6, because no wilds get added on top. With 20 dice on the table, "six fours" is a neatly average bid, but "six aces" is a gross exaggeration. Add your own roll on top — the only certain information you have — and you'll know surprisingly well when a bid is about to crack. You'll find more worked examples on the page about dice probability.
Playing Liar's Dice without the box
You don't need the official box for Liar's Dice: five ordinary dice and an opaque cup or mug per player are enough, with the 1 as the ace. And even without loose dice you can play tonight: the free online dice roller rolls up to six 3D dice at once — exactly enough for one hand of five. Have every player roll on their own phone and keep the screen shielded, and the cups become unnecessary.
Frequently asked questions about Liar's Dice
How does bidding on aces work in Liar's Dice?
If you want to switch to an aces bid, you may halve the quantity, rounding up: after 'five threes,' 'three aces' is a valid bid. If a player then wants to switch back from aces to a regular value, the quantity must be at least double plus one: after 'three aces,' that means at least seven dice of any value.
What does dudo mean in Liar's Dice?
Dudo is Spanish for 'I doubt.' Whoever calls dudo challenges the last bid: all the cups come off and you count every die showing the bid value plus all the aces. If the bid holds, the challenger loses a die; if it doesn't, the bidder loses one. The loser starts the next round.
What is calza in Liar's Dice?
With calza you claim that the last bid is exactly right: no more and no less. Anyone except the bidder may call calza, even out of turn. If the count is exact, you get back a die you lost earlier (up to the maximum of five); if you're wrong, you hand in a die yourself.
What is a palifico round in Liar's Dice?
When a player loses their fourth die and is left with just one die for the first time, they open the next round with 'palifico.' In that round aces are not wild and the bid value is locked: the following players may only raise the quantity. Only players who are down to one die themselves may change the value.
Is Liar's Dice the same as Perudo and dudo?
Yes — Perudo is the best-known commercial edition of the South American dice game dudo, which is called Liar's Dice in English. The core is the same everywhere — bidding and bluffing about all the hidden dice — and Perudo adds fixed rules such as calza and palifico on top.