This game isn't really an official game, but I recently bought a set of dice (poker dice) and I thought about bringing it to my local board game night as we often want small games to play in between bigger games.
To clarify, the version I have is five 6 sided dice with 9/10/J/Q/K/A on and you have to roll poker hands of increasing score while passing the dice around, bluffing whether or not your hand is higher than the previous.
I cannot find online a recommendation for how many players this game works with. My gut feeling is that if you had say, 8 players, the dice would never reach the 8th player because the escalating hands would be too hard to beat.
Is there a recommended number, either in general from common knowledge, or if looking for a more specific answer, perhaps from an 'official' set of the game (or from a game with a similar concept and number of dice)?
As you're not playing an official version of liar's dice, giving you a hard and fast rule for your own game, would be guesswork. What follows deals with the 'official' version of the game - a perspective which you said might also be useful.
On the website boardgamegeek, on each game listing, users are able to vote on the player counts at which they would recommend playing a particular game. For each possible 'player count' users are able to select either 'Not recommended', 'Recommended' or 'Best'.
In most common variants of liar's dice this isn't an issue becuase play is circular rather than linear. Whenever one hand is finished the next hand resumes from that point in the circle, rather than starting back with the original first player. So, if a 'hand' resolves before some players have participated, those same players will be among the first players to participate in the next 'hand'.
Liar's dice is commonly a player elimination game - the more players there are to eliminate the longer it will take to reach its conclusion. As you intend this to be a light filler that's probably not desirable.
If this is a filler to keep people engaged between other games, then a longer time between player's turns is not ideal. that said, in my experience of Liar's Dice, players's do tend to remain fairly invested in paying attention to other player's turns, in comparison to some other games.
As mentioned above, Liar's Dice is most commonly a game that involves player elimination (on BGG 'Player Elimination' is listed with 'Dice Rolling' and 'Betting/Wagering' as one of the game's key mechanisms). In an eight player game the first player to get eliminated could conceivably spend significantly longer not playing the game, than they ever did playing it. Once again this probably isn't that desirable for a filler.
How much weight should be put on any of these factors is up to you. You know your context, you know your players and most importantly, you know the exact rules of the specific Liar's Dice variant your playing.
Liar's dice is a class of dice games for two or more players requiring the ability to deceive and to detect an opponent's deception. In "single hand" liar's dice games, 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 "common hand" games, 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. Originating during the 15th century, the game subsequently spread to Latin American and European countries. In 1993, a variant, Call My Bluff, won the Spiel des Jahres.
Liar's dice originated as a bluffing board game titled Dudo during the 15th century from the Inca Empire, and subsequently spread to Latin American countries.[1] The game later spread to European countries via Spanish conquistadors.[1] In the 1970s, numerous commercial versions of the game were released.[2]
Each round, each player rolls a "hand" of dice under their cup and looks at their hand while keeping it concealed from the other players. The first player begins bidding, announcing any face value and the minimum number of dice that the player believes are showing that value, under all of the cups in the game. Ones are often wild, always counting as the face of the current bid.
If the current player challenges the previous bid, all dice are revealed. If the bid is valid (at least as many of the face value and any wild aces are showing as were bid), the bidder wins. Otherwise, the challenger wins. The player who loses a round loses one of their dice. The last player to still retain a die (or dice) is the winner. The loser of the last round starts the bidding on the next round. If the loser of the last round was eliminated, the next player starts the new round.
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 "Common hand" version is for two players. The first caller is determined at random. Both players then roll their dice at the same time, and examine their hands. Hands are called in style similar to poker, and the game may be played with poker dice:
One player calls their hand. The other player may either call a higher-ranking hand, call the bluff, or re-roll some or all of their dice.[clarification needed] When a bluff is called, the accused bluffer reveals their dice and the winner is determined.[4]
A board game partially inspired by the tabletop games that everybody posted here back in August. I dunno if I'll ever participate in a jam because my brain just does not work that way, but that's the nice thing about jams, right? You can still use their prompts way after they're over and create something at your own pace.
Anyway I really like the act of rolling dice, even without it being part of a structured game, so naturally I created a structured game. The rules are sort of a joke but also sort of neat both mechanically and philosophically. It's a roll and move board game, where you move pawns along a board from the start space to the finish space, but instead of moving based on what the dice total is you rate how satisfying it felt to roll the dice from 1 - 10 and move that number of spaces instead.
At the beginning of your turn, pick up any number and combination of dice and roll them simultaneously. Rate how satisfying it was to roll the dice on a scale of 1 - 10, with 1 being not satisfying (or least satisfying) and 10 being very satisfying. Move your pawn a number of spaces equal to your declared level of satisfaction; play then continues to the player to your right.
The first player to reach the "finish" space wins, and is declared "MOST SATISFIED." But be warned! Only a satisfaction rating equal to the exact number of spaces remaining can land you on the "finish" space - no lying! Trying to intentionally make a disappointing roll and succeeding is inherently satisfying, is it not? Tricky...
This is a hilarious idea. I like to imagine that master players of Liar Dice II: Honesty Dice would have big bags full of variously textured dice. Fuzzy dice, dice made of gel, metal dice, scratchy sandpaper dice, and a device like a fold-out craps board with felt, tile, and wood texture zones.
You are the type of person that people need to play this game with. I never even considered FUZZY dice, and I would surely attempt to max out my satisfaction rating that turn by rolling them down a flight of stairs. The fold-out board with different surfaces is a great idea too.
This is such a funny idea. Have you played it? I wonder who would play it or how in an ideal situation. It seems like some of your games recently have occupied the space of more a theoretical game or a conceptual game that maybe isn't meant to be played. For instance, I wonder if it is more fun to think of setting up all 10 holes for your golf game versus actually setting it up and playing. I think about that with this game. Maybe that just means I should gather a group of my "pretentious game friends" to play this. I had a teacher who used to try and roll dice down his finger perfectly to roll exactly what he wanted. It seems as though he could do it pretty easily with a 6 sided die. I should at least print this game out. Maybe if I print it out someone in the future may try and interpret the rules. It will be like Set or The Royal game of Ur or whatever where people may not exactly know what the rules people in the past played by. I like that more of a traditional game is formed by the remnant of this game and board and possibly digitally rotted text. Anyhow, good game!
I have a tin full of dice (mostly 6 sided) so I was kind of gathering a bunch and throwing them around to give me inspiration for the list of things to consider, but I haven't played it according to the rules yet sadly. My nephew would love to be given free reign to throw as many dice around as he could but I'll have to find a place to play where my dice wouldn't all get lost first (I would never be satisfied for the rest of the game if that happened, and I would lose). Others that I know would probably argue with me the whole time about how they could make the game 'more fair' or something. Sometimes stuff just needs to be wacky.
The ideas I have can tend to be a little... high-concept and I know they have a limited audience, but I figure there's merit in trying to introduce new ways of looking at things. With this game in particular you can read its rules and then kind of carry its way of thinking into all other dice-based games you play, without ever actively playing the original. Maybe Monopoly is more fun if you try to ricochet the dice off the wall each turn? If only I could convince everybody to not use that awful Free Parking rule.
With my golf game it might not be fun to play 10 holes that you had to set up (I haven't tried it either!), maybe because the potential to be underwhelmed is always looming in the background? But as a casual thing where you just put the mouse in the center of the room and putt from different areas I think it works well. Though it's interesting that you can apply the theme of expectation vs. result to that too.
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