
Liar's Dice
Liar’s Dice – The Empty Net House Rules
“Call true, bluff bold, and pray the tide’s with you.”
A favorite game of sailors, smugglers, and fools too drunk to know better.
Setup
Each player rolls 2d6 in secret and keeps their result hidden.
Everyone antes into the pot (5 sp or more).
The first player makes an opening bid, declaring how many dice of a certain face value they believe are showing among all players’ hidden dice.
Example: “Two fives.” → The player claims at least two dice across all players show 5s.
On Your Turn
You may either:
Raise the Bid: Increase the quantity (“three fives”) or the value (“two sixes”).
Call “Liar!” – Challenge the previous bid and end the round.
Calling a Liar
When someone calls “Liar!”, all dice are revealed.
If the bid is true or higher, the caller loses one die.
If the bid is false, the bidder loses one die.
Dice lost are set aside and no longer rolled.
The player who lost the round begins the next one.
Winning
The last player with dice remaining wins the pot.
House Rule – One-Eyed Jack
If a player calls “One-Eyed Jack,” the game immediately stops and all dice are revealed.
If there are at least as many 1s showing as there are players, the caller instantly wins the pot, and the game ends.
If there are fewer 1s than players, the caller instantly loses and is out of the game.

