Meyer
Two dice, one cup, and a claim that has to beat the last one. Believe it, or lift.
2-10 players15-30 min
Overview
The Danish bluffing classic. The cup goes round the table. Roll two dice in secret and claim a result that beats the last one — truthfully or not. The next player either believes you and rolls to beat it, or lifts the cup. Lift on a true claim and you lose a life; catch a bluff and the bluffer does. Meyer (2-1) is the best roll there is, and a lifted Meyer costs double. Last player with lives left wins.
How it plays
- Roll two dice under the cup and look in secret. Read the high die first: 6 and 3 is 63.
- From low to high: 32, 41, 42, 43, 51 … 65, then the pairs 11 … 66, then Little Meyer (31), and Meyer (21) on top.
- Claim a result that beats the last claim. You may tell the truth, or bluff.
- The next player either believes you, rolls and must beat your claim, or lifts the cup.
- If the dice are at least what was claimed, the lifter loses a life; if not, the claimant does. A lifted Meyer costs two lives.
- Optional: claim "same or higher" instead of a number, and call Skål! on a real 32 to start the round fresh.
- Last player with lives wins. Pick 3, 6 or 9 lives and the house rules in the setup or the lobby.
- Play online with a phone each (only the roller sees the dice, a tablet can show the table), or hot-seat with the phone as the cup.