English

Hidden dice count calls: rules and printable materials

Raise a public quantity-and-face call about all hidden dice, or challenge the last call.

Players
2–6
Plan for
12–20 minutes
Bring
Two dice and a cover per player, count-call ladder and log

Roll privately

Two to six players each roll two ordinary dice under a cover. Keep both results fixed until the challenge. Ones count only as ones, not wild cards. Everyone knows the total number of dice, twice the player count. Show the public call order before rolling. The activity uses game points only; no wagers, penalties or claims about a person’s honesty.

Make an ordered call

A call is a quantity from 1 to the total dice and a face 1–6, meaning at least that many dice show that face across the whole table. The opener makes any valid call. On later turns either raise or challenge. A raise has a larger quantity with any face, or the same quantity with a higher face. Thus 2 fours may become 2 fives or 3 ones, but not 2 threes.

Challenge the last caller

Instead of raising, say challenge before any new call. Everyone reveals together. Count only the face in the last call. If the count meets or exceeds the called quantity, the last caller earns 1 point; otherwise the challenger earns 1. Nobody loses dice or leaves the game. Then reroll all dice for the next round.

Worked reveal

Three players reveal 3,3 /2,5 /3,6. There are three threes and one five. A call of three threes succeeds; a call of four fives fails. A die never changes to fit an earlier call. The printed ladder shows that same-quantity faces rise 1 through 6, then a larger quantity may restart at 1. At the maximum quantity and face 6, the next player must challenge.

Rotate the opener

Play one complete circuit of opening roles, one round per player. Record points and stop; equal totals tie. A round cannot continue after a challenge is settled. If a result is accidentally exposed early, discard that round and reroll, retaining the same opener. Anyone may leave before a new round without being assigned zero for future rounds; end that session rather than comparing unequal sessions. A helper may read a player’s dice privately on request.

Printable materials

Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.

Public ascending call ladder

Use rows only up to twice your player count. Same row: face increases. Next row may restart at 1. Ones are not wild.

QuantityFace 1Face 2Face 3Face 4Face 5Face 6
11×11×21×31×41×51×6
22×12×22×32×42×52×6
33×13×23×33×43×53×6
44×14×24×34×44×54×6
55×15×25×35×45×55×6
66×16×26×36×46×56×6
77×17×27×37×47×57×6
88×18×28×38×48×58×6
99×19×29×39×49×59×6
1010×110×210×310×410×510×6
1111×111×211×311×411×511×6
1212×112×212×312×412×512×6

One opening circuit

Challenge: actual count≥called quantity gives last caller 1, otherwise challenger 1. No dice removed.

OpenerLast quantity/faceActual countPoint winner
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PlayerTotal points
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