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The Damned Pirates Society
  • Key Links
  • Introduction
    • Contracts
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    • The Characters
  • Collections
    • Generation 0 Pirates
    • Generation 1 Pirates
      • Allow list
      • Mint price
      • Mintonomics - OLD
      • Rum Minting
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  • Get Started
    • Add tokens to Metamask
    • Marketplaces
    • Required Assets for Voyaging
  • Voyaging
    • Voyaging (Glossary of Terms)
    • Buying a Voyage
    • Setting up a voyage
    • On the Voyage
    • Progression
    • Post Voyage and Rewards
  • Ways to play (GameFi)
    • Voyager
    • Shipwright
    • Merchant
    • Tavern Goer
    • Trader
    • Crew for Coin
    • Extractor (coming soon)
    • Tradesman (coming soon)
  • Pirateverse (alpha build)
    • Liars Dice Rules
    • Land
    • Activities
    • Cosmetics
  • FAQ
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  1. Pirateverse (alpha build)

Liars Dice Rules

LIAR'S DICE - GAME RULES

  • Starting player is decided at random

  • After a starting player is decided, everybody's dice are rolled. You can only see your dice.

  • First player makes a 'bid' by stating a quantity and a face value of the dice. They are making a guess as to how many of a specific dice are in play.

    • E.g 'Four sixes', the player is guessing that there are four or more sixes in play

  • A 'one' is a wild card and counts for any number

    • E.g Three sixes and a one will count as four sixes

  • Play then moves to the next person (clockwise) who makes their bid

  • Bids must be increased by the next player, either by

    • Bidding the same quantity of a higher face value

      • E.g Four sixes -> next player -> Five sixes

    • Bidding a higher quantity of any face value

      • E.g Four sixes -> next player -> Six twos

  • When a bid has been made, any player around the table can 'challenge' the previous person's call. You only have a few seconds to challenge.

  • If somebody challenges a bid, all the players' dice are revealed. The dice are then counted up (including any ones, as they are wild cards).

    • E.g Player 1 bids 'Five fives'

    • Player 3, before player 2 makes their bid, says 'Challenge'

    • All players' dice are revealed

    • All fives and ones are counted (ones are wild cards)

    • If there are five or more fives/ones on the table, the challenge was unsuccessful

    • If there are fewer than five fives/ones on the table, the challenge was successful

  • If the challenge is successful, player 1 who called 'five fives' would lose a die

  • If the challenge is unsuccessful, player 3 who challenged player 1 would lose a die

  • Gameplay resumes, starting at the person who lost a die and continuing clockwise

  • If you lose all your dice, you are out of the game

  • The winner is the last person with any dice

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Last updated 2 years ago