The full guide: a hidden roll of five dice, bets on the total number of dice, ones as wildcards, the "Liar!" challenge, losing dice and controls on muta.pro.
Dice Bluff is a game of luck and reading your opponents. Everyone rolls their dice in secret and takes turns making bids on the total number of dice of a given face on the table. Each player either raises the bid or declares "Liar!" to the previous one. Whoever is wrong loses a die. When a player runs out of dice they are eliminated; the last player still holding dice wins.
4 participants play (you and bots), each with 5 dice. At the start of a round everyone shakes their dice and sees only their own values. Ones are wildcards: they count as any face, except in bids made specifically on ones. The current bid is shown in the centre of the table, and the active player is highlighted in the list and marked "TURN".
Press "🎲 Shake dice" — everyone rolls their dice and hides them. Only you can see your own values.
A bid is "how many dice of a given face there are on the table across everyone." For example, "three fives" means: across all hands there are at least three dice showing 5.
On your turn, raise the previous bid: either increase the quantity of dice, or keep the same quantity and pick a higher face. Press "⬆ Raise bid".
When counting, ones are added to any declared face. That is why bids are much bolder when you hold spare ones.
If you think an opponent overbid, press "🛑 Liar!". All dice are revealed and the real count of the needed face is tallied (plus the ones).
If there are fewer dice on the table than in the bid, the bidder loses a die. If there are as many or more, the challenger was wrong and loses a die.
For every lost duel a player loses one die. The fewer dice they have, the harder it is for them to bluff and to judge others' bids. When the dice run out, the participant is eliminated (marked grey, "out"). Play continues until only a single player with dice remains at the table — and they win.
They work for any face. Add your own ones to the value you are bidding on.
Knowing the total number of dice on the table, judge how many of the needed face opponents are likely to hold, not just you.
If a bid is clearly above the real expectation, boldly say "Liar!" — the doubt voiced at the right moment usually wins.
Sometimes raise the quantity by just one — a small bluff slips through, a brazen one gets exposed.
Dice Bluff only looks like pure luck. In fact almost every decision is an estimate of the expected number of dice of the needed face on the table. You see your own dice; the rest are random to you. The key figure: without ones any face comes up with a chance of 1 in 6 on each hidden die, and with wildcard ones — 1 in 3 (the face itself plus a one). So for every three of an opponent's dice there is on average one die of your face.
Counting fives, add up your real fives and all your ones: both faces work for the bid.
Take your own dice in hand as fact, and for others add roughly a third of their number. Example: 15 dice on the table in all, you hold two fives — expect about three or four more among the other ten.
A safe bid is one that does not exceed the expected number. A bid exactly at the expectation is honest and hard to refute; a bid above it is already a bluff, and its price rises with each step.
Challenge when the declared quantity clearly exceeds the expected one — usually by two dice or more. A small overreach of one die slips through more often than it gets caught.
Maths tells you what is likely; bluff decides what people will believe. A good bid is not the most honest one but the most awkward for the next player: they must either raise into territory that is already scary, or challenge you at the risk of being wrong. Make your opponents take the decision instead of taking it yourself.
Raising the quantity ("three fives") is more aggressive than raising the face at the same number — it presses harder.
Bid on a face you hold many of: if you are caught by a challenge, your own dice already cover part of the bid, and the reveal often turns out in your favour.
A sharp jump in the bid (say, straight to "six sixes") is almost always a bluff or a strong hand. A weak player presses like this out of desperation — look closely at their number of dice.
A bid specifically on ones is rare and "expensive" (wildcards do not work for it), but it puts the next player in an awkward zone: it is hard for them to continue without taking a risk.
The fewer dice you have, the less information about your own hand and the more it matters to count others'. A one-on-one duel (both left with few dice) is a discipline of its own: hidden values are few, and almost every bid balances on the edge of honesty.
Two ones in hand at a small table are a powerful trump: they fit any bid you make.
With one or two dice your hand barely affects the outcome. Rely on the total number of dice on the table and on who has already bluffed how many times.
When there are two players, the range of honest bids is narrow. Say "Liar!" more boldly — your opponent is forced to bluff more often than at a full table.
Hold your ones in your head as a universal reserve: they both confirm your bid and let you boldly raise someone else's.
Most lost dice are not bad luck but typical miscalculations. Let us go over the ones that cost dice most often, and how to avoid them on muta.pro.
Forgetting the wildcard one when counting is the costliest and most common beginner's mistake.