Liar's Poker Genre Meaning
Liar's Poker Genre Crossword Clue
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.
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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.
The genre has its roots in South America, with games there being known as Dudo, Cachito, Perudo or Dadinho; other names include 'pirate's dice,' 'deception dice' and 'diception.' The drinking game version is sometimes called Mexicali or Mexican in the United States; the latter term may be a corruption of Mxchen ('Little Max'), the name by which a similar game, Mia, is known in Germany, while Liar's dice is known in Germany as Bluff . It is known by various names in Asia. Single hand [ edit ] Five six-sided dice are used per player, with dice cups used for concealment.
Five dice are used per player with dice cups used for concealment.
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.
Turns rotate among the players in a clockwise order. Each player has two choices during their turn: to make a higher bid, or challenge the previous bidtypically with a call of 'liar'. Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used. There are many variants of allowed and disallowed bids; common bidding variants, given a previous bid of an arbitrary quantity and face value, include:
the player may bid a higher quantity of any particular face, or the same quantity of a higher face (allowing a player to 're-assert' a face value they believe prevalent if another player increased the face value on their bid);
the player may bid a higher quantity of the same face, or any particular quantity of a higher face (allowing a player to 'reset' the quantity);
the player may bid a higher quantity of the same face or the same quantity of a higher face (the most restrictive; a reduction in either face value or quantity is never allowed).
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. Variants [ edit ]
Instead of the current player being the only one who can raise the bet, challenge (or 'call up') the previously-made bid, any player may raise or challenge a bid at any time. The first challenge made ends the round, and the challenger closest to the current bidder in the direction of play has priority if multiple players challenge at the same time.
If played with the above variant, the player who made the last bid may count aloud from 1 to 10. If he reaches 10 with no one challenging or increasing the bid, the round ends with that player earning back a die. A player may have more than 5 dice that way, and any player who reaches 10 dice that way wins the game.
With the above-mentioned variants, some players may stay quiet and win easily. To avoid that, the following rule may be added: Each time a player loses a challenge, he loses a die normally, but the two players sitting to their left and right lose a die as well (unless one of them was the player to win the challenge).
Another solution to the above-mentioned variants is to force all players to choose a side: Each player holds a two-sided item (preferred a coin or a card), and decides which side means 'true', and which means 'lie'. When a player challenges, all players must join the challenge, placing their items on the table on either 'true' or 'lie', hidden beneath their hands. Once all players have joined, the items are revealed and the table is divided into players who support either side of the challenge. Every player on the losing side loses a die at the end of the challenge.
With some bidding systems, a player may elect to choose one or more dice of matching value from under their cup, place them outside the cup in view of the other players, re-roll the remaining dice, and make a new bid of any quantity of that face value.
When a player has no two dice with the same face, he may choose to pass once in a game round. If he does so, the bid will not be raised. The next player can raise the bid using standard rules, or call the bluff. By doing so, he challenges the claim of the passing player having no two dice with the same face. This is commonly used in multi-round games where dice are removed from the game, as it helps players with few dice left to gain more information about the other dice without risk.
If a bidder is challenged, yet their bid was 'spot on', they may win back a die.
Instead of raising or challenging, the player can claim that the current bid is exactly correct ('Spot On'). If the number is higher or lower, the player loses to the previous bidder, but if they are correct, they win. A 'spot-on' claim typically has a lower chance of being correct than a challenge, so a correct 'spot on' call sometimes has a greater reward, such as the player regaining a previously lost die or all other players losing a die. Elements of strategy [ edit ]
As with any game of chance, probability is highly important. The key element is the 'expected quantity': the quantity of any face value that has the highest probability of being present. For six-sided dice, the expected quantity is one-sixth the number of dice in play, rounded down. [ citation needed ] When wilds are used, the expected quantity is doubled as players can expect as many aces, on average, as any other value. Because each rolled die is independent of all others, any combination of values is possible, but the 'expected quantity' has a greater than 50 chance of being correct, and the highest probability of being exactly correct. For example, when 15 dice are in play and wilds are used, the expected quantity is 5. The chances of a bid of 5 being correct are about 59.5; in contrast, the chances of a bid of 8 being correct are only about 8.8.
However, a high bid is not necessarily incorrect, because bids incorporate information the player knows. A player who holds several dice of a single value (for instance, four out of the five dice in their hand are threes) may make a bid, with fifteen dice on the table, of 'six threes'. To an outside observer who sees none of the dice, this has an extremely low probability of being correct (even with wilds), however since the player knows the value of five of those dice, the player is actually betting that there are two additional threes among the ten unknown dice. This is far more likely to be true (about 40).
Each bid gives others at the table information. Players, through subsequent bids, reveal the players' confidence in the quantity of each face value rolled. A player with two or three of a certain face value under his or her own cup may make a bid favoring that face value. Players can thus use these bids to build a mental picture of the unknown values, which either strengthens or weakens their confidence in a bid they are considering. Others may consider a bid as evidence it is true, and if their own dice support the same conclusion, may increase the bid on that face value, or if their dice refute it may bid on a different face, or challenge the previous bid.
Conversely, bids can also be bluffs. Bluffs in liar's dice can be split into two main categories: early bluffs and late bluffs. An early bluff is likely to be correct by simple probability (depending on the number of players), but other players may believe the bidder made that bid because his or her dice supported it. Thus, the bluff is false information that can lead to incorrect higher bids being made on that face value. Players will thus attempt to trick other players into overbidding by use of early bluffs to inflate a particular face value. A late bluff, on the other hand, is usually less voluntary; the player is often unwilling to challenge a bid, but as a higher bid is even more likely to be incorrect it is even less appealing. A late bluff is thus a critical part of the game; convincing bluffs, as well as reliable detection of bluffs, allow the player to avoid being challenged on an incorrect bid.
Playing Liar's dice involves interpersonal skills similar to other bluffing games such as poker. Being able to reliably detect bluffs through giveaways, or 'tells', and analyzing a player's bidding history for patterns that can indicate the likelihood of a bluff, are important skills here just as in poker. Dice odds [ edit ]
For a given number of unknown dice n , the probability that exactly a certain quantity q of any face value are showing, P(q) , is P ( q ) = C ( n , q ) ( 1 / 6 ) q ( 5 / 6 ) n q displaystyle P(q)=C(n,q)cdot (1/6)qcdot (5/6)n-q
Where C(n,q) is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution B ( n , 1 6 ) displaystyle B(n,tfrac 16) .
For the same n, the probability P'(q) that at least q dice are showing a given face is the sum of P(x) for all x such that q x n , or Liar's Poker Genre Meaning P ( q ) = x = q n C ( n , x ) ( 1 / 6 ) x ( 5 / 6 ) n x displaystyle P'(q)=sum _x=qnC(n,x)cdot (1/6)xcdot (5/6)n-x
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 expected quantity of any face value among a number of unknown dice is one-sixth the total unknown dice.
A bid of the expected quantity (or twice the expected value when playing with wilds), rounded down, has a greater than 50 chance of being correct and the highest chance of being exactly correct. [1] Common hand [ edit ] A set of poker dice being rolled behind a screen, played as in the 'individual' hand version of liar's dice.
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:
Five of a kind: e.g., 44444
Four of a kind: e.g., 22225
High straight: 23456
Full house: e.g., 66111
Three of a kind: e.g., 44432
Low straight: 12345
Two pair: e.g., 22551
Pair: e.g., 66532
Runt: e.g., 13456
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. [2] Drinking game version [ edit ]
The first player rolls two dice under a cup and claims a roll. Most claims are scored by reading the higher die as the 10s place and the lower as the 1s, e.g., a roll of 1 and 4 is read as '41'. Doubles are higher than '65', and what would be the lowest roll 2-1, is a 'Mexican' and higher than 6-6.
Special rolls:
3-1 Social (everyone drinks, cancel all previous rolls, roll again to open)
3-2 Reverse (change direction and previous player drinks one sip, cancel all previous rolls, roll again to open)
2-1 Mexican (if the cup is lifted revealing a Mexican, the incorrect challenger drinks twice, if the player does not challenge, the player must still drink, since nothing is higher than Mexican)
The next player may do one of two things. If he believes the roller, he simply takes the dice (without looking at the result), rolls, and claims a higher scoring roll. If he does not believe the roller, the cup is lifted, revealing the roller's hand. Either the bluffer or incorrect challenger must drink. Commercial versions [ edit ]
1987 Liar's Dice - by Milton Bradley and designer Richard Borg.
1993 Call My Bluff , by FX Schmid and designer Richard Borg, won the 1993 Spiel des Jahres and Deutscher Spiele Preis awards. [3]
Dudo, also known as Perudo See also [ edit ] References [ edit ]
Ferguson, Christopher P; Ferguson, Thomas S. 'Models for the Game of Liar's Dice' (PDF) . University of California at Los Angeles . Retrieved 16 January 2013 .
Hoyle's Rules of Games, Third Revised and Updated Edition. Albert H. Morehead and Georffrey Mott-Smith - Revised and Updated by Philip D. Morehead
1993 Spiel des Jahres External links [ edit ]
Liar's Dice at BoardGameGeek Retrieved from 'https://en.wikipedia.org/w/index.php?title=Liar27s_diceoldid=991673485' (Redirected from Liar's Game) Liar Game The first tankbon of Liar Game as published by Shueisha featuring Nao Kanzaki (center) and Shinichi Akiyama (right) on the cover.
( Rai Gmu ) Genre Manga Written by Shinobu Kaitani Published by Shueisha Magazine Weekly Young Jump Demographic Seinen Original run February 17, 2005 January 22, 2015 Volumes 19 (List of volumes) Live-action
Liar Game (2007 TV series)
Liar Game: Season 2 (2009 TV series)
Liar Game: The Final Stage (2010 film)
Liar Game: Reborn (2012 film)
Liar Game (2014 TV series) Anime and manga portal
Liar Game (Japanese: , Hepburn: Rai Gmu ) is a Japanese manga series written and illustrated by Shinobu Kaitani. The manga was serialized from 2005 to 2015 in the manga magazine Weekly Young Jump , published by Shueisha.
It was adapted into a TV series, which started airing on April 14, 2007 on Fuji TV, achieving an 11.4 viewership rating in Japan's Kant region. A sequel, Liar Game: Season 2 , ran from 2009 to 2010. It was also adapted into two live action films: Liar Game: The Final Stage in 2010, and Liar Game: Reborn in 2012. Plot summary [ edit ]
An uncommonly naive college student named Nao Kanzaki receives a package containing 100 million yen (about US$1 million) and a note that she is now a contestant in the Liar Game Tournament. In this fictional tournament, contestants are encouraged to cheat and lie to obtain other contestants' money, with the losers forced to bear a debt proportional to their losses. When Nao's first opponent, a trusted former teacher, steals her money, she seeks assistance from a con man named Shinichi Akiyama. Though they manage to defeat him, Nao and Akiyama decide to buy out his debt and advance through different rounds of the Liar Game Tournament against merciless contestants, while at the same time attempting to free their opponents from debt and defeat the Liar Game organization from within. Characters [ edit ] Protagonists [ edit ] Nao Kanzaki ( , Kanzaki Nao ) Nao Kanzaki is a 'foolishly honest' college student who is coerced into playing the Liar Game. She is extremely honest and, initially, nave, but these attributes allow her to win the trust of fellow contestants in the Liar Game. Nao firmly believes that all people have value and, though not very bright, makes unique observations due to her navety and emotional sensitivity, which the others in the game notably lack, for better or for worse. She gradually learns to question others while maintaining the ability to trust her allies. Although Nao has had several opportunities to leave the Liar Game, she continues to play, wishing to 'save' the other players who have fallen into debt. Nao's only known family member is her father, who is hospitalized with terminal cancer. She has no close friends other than Akiyama, who saves her from her self-described lonely life. In turn, she develops an exceptionally strong attachment to Akiyama. Shinichi Akiyama ( , Akiyama Shin'ichi ) Akiyama is a graduate of Teito University with a degree in criminal psychology. He became a con man in order to take down the multi-level marketing corporation that swindled his mother to the point where she committed suicide to 'save' Akiyama from debt via her life insurance. After being released from prison, Akiyama reluctantly agrees to help Nao win the Liar Game after she despairingly cries out, 'Save me!' Mitsuo Tanimura later suggests that Akiyama consented to help Nao because he saw a resemblance between Nao's and his mother's situations. Akiyama enters the Liar Game in Round 2 by substituting for another player, and by Round 3 is seen as an unofficial leader among the Liar Game's contestants. Akiyama utilizes Nao's ability to make sincere, emotional appeals to sway other contestants, making Nao Akiyama's most powerful weapon. Nevertheless, he continually tries to pay off her debt to get her to leave the Liar Game and never lets her come into harm's way. Akiyama's motivation for continuing in the Liar Game is to find the real motives behind the Liar Game Tournament organization and bring it down. Antagonists [ edit ] Kazuo Fujisawa ( , Fujisawa Kazuo ) Nao's former teacher and opponent in Round 1, who was originally a kind man concerned about the welfare of his students. After a series of misfortunes, Fujisawa has become angry, hateful, and mistrustful. Nao is shocked when he outright told her that he doesn't care if she goes into debt or is forced into prostitution to pay it back. Fujisawa's behavior, however, only solidifies Akiyama's decision to help Nao. At the end of Round 1 when Akiyama outsmarts Fujisawa but Nao gives Fujisawa her winnings to that he can repay his debt, Fujisawa is last seen bowing to her in gratitude. Yuji Fukunaga ( , Fukunaga Yuuji ) A trans woman who first appears in Round 2, as a woman named Hitomi. Possibly an in-transition or post-op transsexual, she still has breasts when not dressed in female clothes. Sly, calculating, and a 5th degree black belt, Fukunaga is a skilled manipulator whose weaknesses appear to be her desire for money and her temper. Age unknown; alludes to being noticeably older than she seems. During Round 3, Fukunaga learns to cooperate with Nao and Akiyama, and even when Fukunaga finishes the round debt-free, she chooses to continue in the tournament to aid them. However, Fukunaga is forced to confront Yokoya without their help in the third revival round and is eliminated from the game with over one billion yen of debt. In later chapters, Fukunaga recognizes Nao's improvement and starts to get fond of her, although she still believes she is incompetent. Nao also observed that Fukunaga may have a crush on Akiyama. After Fukunaga's identified-as-male-at-birth identity is revealed, the Japanese text deliberately avoids referring to 'her' by gender. (In the live version this character is still male, but with a vaguely homosexual overtone). Alternates between personas - an ultra-feminine cold and superior mature femme fatale; a bullheaded boisterous and physically intimidating man in obvious drag; a seemingly none-too-bright loud young delinquent girl; and gradations in between - whichever currently best suits Fukunaga's own needs, both in-game and outside of it. She is absolutely convincing as a female when she so desires and regularly has everyone fooled. Also stated to have managed to play a convincing non-descript male to orchestrate a con (not shown), despite having prominent 'real' cleavage, said to be the result of a combination of female hormone injections and breast augmentation surgery with saline implants. Liar's Poker Genre Crossword Clue Norihiko Yokoya ( , Yokoya Norihiko ) A character obsessed with domination, Yokoya first appears in Round 3. He is a calm, eerie dark-haired young man, who is often shown carrying white mice in his pockets, he dresses in vaguely militaristic suits, admiring and seeking to emulate notorious 20th-century dictators, most notably Adolf Hitler. Nearco describes Yokoya as Akiyama's greatest rival, and Nao sensed something odd about him early in the game. Yokoya comes from a wealthy family, and his strategy frequently involves bribing other contestants into becoming his pawns. His team is depicted as Yokoya's complete dictatorship, as opposed to Nao's cooperative team. Although Yokoya initially planned to drop out of the Liar Game with his Round 3 winnings, Nao taunts him into proceeding to the next round, and Yokoya swore to bring down Nao and Akiyama in revenge. After losing Round 4 to them, Yokoya decides to keep playing to the end, aiming to become the ultimate winner of the Liar Game. During the Third Revival Round, Yokoya was able to accurately predict the name of the game to be played by the contestants; this is not even told to the hosts and other LGT Office Employees. Yokoya claims to have deduced the name because he has determined the true meaning of the Liar Game, but he actually had read a foreign book from which the Liar Game was inspired, including the games played on it by order. After being outsmarted by Akiyama in the final game, Yokoya finally admits defeat, claiming that unlike Hitler whom he admired, he must know when to quit, much to the happiness of his father, who is also revealed to be one of the hosts of the Liar Game. It is later revealed that his father taught him to manipulate people in order to groom him as a successor. Takashi Harimoto ( , Harimoto Takashi ) Harimoto wears long robes and a straw hat. He has deep wrinkles, which hints that he may be the oldest character introduced so far. Unlike Akiyama and Yokoya, both of whom excel at psychological and mental manipulation, Harimoto's strength lies in taking advantage of a person's emotional state. He first appears in Round 4, as the founder of the Peaceful Heaven (also: Peaceful Paradise) cult. Three female members of his cult - Mika Mikamoto, Kei Kimura, and Yukiko Abe - are also contestants in the Liar Game and follow him unconditionally, giving him a strong advantage. He controls his cult members by telling them that all mankind descends from humans and demons as well, claiming that his mission is to gather those like him with little demonic blood under his guidance, in a quest to restore a (nearly) pure human bloodline and work to overthrow the demons. It is later revealed that he used cold reading to 'rescue' the three women when each was in her lowest emotional state, thus seducing them into joining his cult. Once defeated in Round 4, Harimoto and his cultists return for the subsequent revival round, and moved by Nao's incorruptible spirit, they withdraw from the Liar Game, giving away the money they had previously collected to pay other players' debt. Liar Game Tournament (LGT) Office [ edit ]
The purpose of the LGT Office is revealed in the last chapter. At the head of the office are those who wished to recreate the conditions in a radical political work whose last volume was confiscated in order to surmise its contents. The other members with patterned masks had participated in an initial attempt to conduct a simulation of the radical work, i.e. a first Liar Game Tournament. They agreed to return to help in the second (successful) attempt at holding a Liar Game Tournament. This second tournament is what is described in the manga.
'Handlers' manage individual contestants and provide information on upcoming rounds, and 'hosts' carry out the actual rounds of the Liar Game and observe the contestants.
The identities of some of the LGT Office members are revealed: Mitsuo Tanimura ( , Tanimura Mitsuo ) A man who posed as a lawyer (a policeman in the live-action) and whom Nao first consults when she gets involved in the Liar Game Tournament. It isn't revealed until later that he is actually part of the Liar Game Tournament working to make sure players can't escape the game by going to the authorities. Tanimura is the Liar Game representative assigned to Nao. It was Tanimura who initially gives Nao the idea of using a scam artist to win the game (in the live-action adaptation, this was deliberately done in order to bait Akiyama into participating in the game). He does not wear a mask. Leronira ( , Reronira ) One of the hosts of the Liar Game, he wears a suit and an ornate mask over his face. Although he admires Akiyama and Fukunaga for their intelligence, he admits to being most interested in how Nao participates in the games. He is apparently one of the smartest and cleverest among the hosts. He admits near the end of the manga that he understands the way Akiyama thinks well, a subtle indication that Leronira held the same 'role' as Akiyama during the first Liar Game. Early in the game, he correctly predicts that Nao would be the one to change the dynamic of the game. In the live-action adaptation, he is the masked figure who gives players instructions via recorded videos or through a monitor. Nearco ( , Nearuko ) A co-host of the Liar Game who wears a mask with a long moustache. First appearing in Round 3, Nearco admires Yokoya, describing him as a fearsome individual, and cannot understand Leronira's confidence in Nao as a player. Nearco is analytical and intelligent, although not up to the standard of Leronira or Rabelais. These qualities suggest that he may have held Fukunaga's 'role' in the first Liar Game Tournament. Solario ( , Sorario ) A third host of the Liar Game, Solario wears a mask with a sun drawn on the right eye. Solario is impressed that Nao is able to realize the objective of Second Revival Round before any of the other players. Forli ( , Foruri ) A fourth host of the Liar Game who appears similar to the other round dealers, but with a suit and bowtie. His clothes are a bit scraggly-looking, his hair stands out, and his mask resembles the face-paint of a clown in the Renaissance with long, oval markings on each of where his eyes and mouth should be. He hosts the Round 4 Qualifier for Akiyama and Nao's side, rooting for them and tending to fall completely for all of Akiyama's plans, even though he's not involved and knows all the rules of the game. Forli is the least intelligent of the LGT Officers. Kurifuji ( , Kurifuji ) A family agent assigned to monitor Yokoya to ensure his safety. She wears sunglasses and a surgical mask across her mouth and nose, effectively concealing her face. Kurifuji is able to comprehend and predict Yokoya's plans and schemes more accurately than the other members of the LGT Office. She majored in psychology. Alsab ( , Arusabu ) A fifth host of the Liar Game, who hosts Round 4 and its qualifier on Fukunaga's side. His mask has a yin-yang symbol on the forehead; (water) i-ching symbol on the left cheek of mask; and (fire) i-ching symbol on the right cheek in a manner somewhat reminiscent of the South Korean flag. In contrast to Leronira, he doesn't seem consider Nao a serious threat in the Liar Game. He passionately declares that human beings are slaves to greed and unable to work together for the greater good only to be proven wrong by Nao and Akiyama's alliances. Silien ( , Silien ) A sixth host of the Liar Game who is the dealer for the Revival Round III for Group A. Rabelais ( , Rabelais ) A seventh host of the Liar Game who is the dealer for the Revival Round III for Group B. He is Yokoya's father. He is rich and famous; in the previous Liar Game, he won in almost all the games that were played, according to Leronira. Altair ( , Altair ) Called the 'Chief Executive'. He appears during Revival Round III. Games [ edit ]
Half a Million Dollars Game: Two opponents possess half a million dollars and must try and steal money of the other before a set deadline. How to win Half a Million Dollars Game: Fool your opponent into thinking the deadline is sooner than it is. Have colleagues pretend to be game officials and pick up your opponents cash for checking at the fake deadline. Your colleagues then pass the money to you before the real deadline.
Minority Game: A game for 22 individual players.A Yes-No question is asked. (The question itself is irrelevant.) Players vote their answer of either yes or no. The answer with fewest votes wins. Those players continue to the next round where the game repeats until a tie between two players, or one player winner remains. How to win the Minority Game; Answer 1: Form a team of 8 players; 4 vote yes and 4 vote no. Thus irrespective of the outcome, 4 are guaranteed to give the correct answer and continue to the next round. In the following round, 2 of the 4 vote yes, and 2 vote no. Thus irrespective of the outcome, 2 are guaranteed to give the correct answer and continue to the next round. In the following round, 1 of the 2 vote yes, and 1 vote no. Thus irrespective of the outcome, 1 is guaranteed to give the correct answer. This could result in either an overall win or a tie with a non team-member. This strategy will enable you to know one of your team will win, but you will not know who it will be. How to win the Minority Game; Answer 2: This strategy will enable a specific person to win. Let's call that person, X.X approaches 7 other players to form a team of 8 and convinces them to play as per strategy 1. X also approaches 7 other players to form a second team of 8 and convinces them to also play as per strategy 1.X also approaches the remaining 7 players to form a third team of 8 and convinces them to also play as per strategy 1.No team knows of any other team apart from player X.In each round, X tells each team s/he will cast a vote for yes. Due to X effectively playing the part of 3 players but only casting 1 vote, X will always be voting on the minority side and will ultimately win the game.
Restructuring Game: Players must cast three votes for other players. After 10 rounds of voting, the player with the fewest votes is eliminated. Votes can be bribed and bought. How to win the Restructuring Game:
The Card Bet (as shown in the Japan version): Two playing cards placed in a bag. One is the Joker. The other is a double backed card with no face. A person must reach into the bag, retrieve a card and place on the table face down. Then the card is flipped. If it is the face card one person wins, if it is the double backed card, the other person wins. You let your opponent to choose light or dark for their card choice. You let your opponent remove and flip the card each and every time. You point out that if the face up card is placed directly on the table before it is flipped then the result is already known and therefore is invalid and does not count for either person. First person to 7 wins. How to win the Card Bet: This game gives the illusion of a 50/50 chance for both players. However, the double backed card will win 66 of the time. Therefore, the trick is to force your opponent to choose the face cards as their winning card to put the odds in your favor.Offer your opponent to choose between the light or dark card. If they say light, tell them they have chosen the face up cards. If they choose dark, tell them they have chosen the dark, shifty Joker to represent them and you will have the light blue backed cards. Thus irrespective of their decision you force them to choose the Joker. If your opponents card is drawn, half the time it will be face up and will automatically be deemed voided. If your card is drawn, it will always be flipped and yield a win for you. Your card will never be voided. Ultimately you almost certainly must win.
The Smuggler's Game: A game for two teams (nations). Each nation has 5 million deposited in a bank account in the opposing nation. A player must go into the opposing nation and withdraw nothing or 1 million or any amount in between. The money (including nil if so chosen) is placed in a suitcase. When returning to their own nation with the suitcase, they are stopped at the border by customs. The opposing nation must choose to allow the player pass without checking the contents of the case, or stop them on suspicion of smuggling money. If they stop the player they must also announce the amount of money they suspect they are smuggling. How to win the Smugglers Game: Bribe border guards of the opposing nation to act as mules on your behalf.
17 Poker: A deck of 17 cards. Four Aces, four Jacks, four Queens, four Kings, and a Joker (Wild Card).The deck is shuffled and four cards are dealt to players. Winning hands are one-of-kind, two-of-a-kind, three-of-a-kind, and four-of-a-kind. Joker is a wild card. How to win 17 Poker: Each hand must start with a newly opened deck. Thus the deck will begin ordered by suit. Rifle shuffle the deck (perfectly) twice. This will mathematically order the deck by picture (A's, J's, Q's, K's, Joker). An opponent can cut the deck wherever they wish. The starting card will change, but the order remains the same. If your opponent has cleverly figured a way to get the Joker, then the following cards will always be four-of-card. Problem with the winning strategy of 17 Poker: It requires the dealer perfectly rifle shuffle the deck twice. Your opponent must figure out how to get the Joker, then get the Joker and no further cards, and that no other subsequent opponent get any cards before you. That is to say, you must get the very next four cards after the Joker is received by your opponent. Reality of 17 Poker: Whomever gets the Joker by whatever means has the highest probability of winning any given hand; unless sleight of hand is involved. The winning strategy as presented in Liar Game is unlikely to work.
Last Man Standing Version I: Each player has a (toy) gun. This gun is initially loaded with one bullet (blank). Each player takes a turn in a given round. At their turn, a player may opt to shoot, load, or avoid. If a player chooses to Shoot, they may shoot an opponent of their choice. If the gun successfully fires, they may continue to shoot until the first empty chamber. If a player chooses to Load, they can add another bullet to the chamber of their gun for use in a subsequent turn. Thereby increasing the number of bullets in the chamber and increasing the likelihood of a successful shot when they subsequently choose to shoot.If a player chooses to Avoid, they do not get to Shoot, nor Load. However, if any opponent chooses to shoot them during the round, they avoid a successful shot and may select any other opponent who is shot instead (as if by ricochet).Each player has 5 lives. Thus they must be shot 5 times before they die and are eliminated from the game. The person who fired the killing shot is awarded their gun. Thus that play then has an additional gun to play with per turn. How to win Last Man Standing: You could benefit by suspecting who wants to kill whom, and have excellent mental math skills to calculate chance throughout the game. Your chances are not significantly increased unless you are able to gain a second gun.
Last Man Standing Version II: Players have 15 lives.Avoiding is not option.In each round, all players shoot or load at the same time.
The Well Game: (as shown in orphanage in the Korean version)Three players stand in a circle holding hands. Players facing outward from the circle.On the count of three, each player pulls the hand of a neighboring player.If two people happen to both pull the hands of the third player, the third player is toppled off-balance and loses (falling into the well in the center of the circle). Media [ edit ] Manga [ edit ]
Liar Game started serialization in the 2005 issue 12 of Shueisha's Weekly Young Jump published on February 17, 2005. [3] The series finished in the 2015 issue 8 of Weekly Young Jump published on January 22, 2015. [4] The first tankbon volume was published on September 16, 2005. [5] As of April 2015, the series has been compiled into nineteen tankbon volumes. [6]
A short story 'Roots of A' has been published as the title piece of a Shinobu Kaitani's anthology released in July 2008. [7] Live-action [ edit ]
Liar Game was adapted into a Japanese television series: Liar Game , a 2007 Fuji series broadcast, followed in 2009 by Liar Game: Season 2 . In 2010, the full-length film Liar Game: The Final Stage was released as a continuation of the TV series. A sequel, entitled Liar Game: Reborn , was released in 2012. [8]
A 2014 Korean drama adaptation also titled Liar Game aired on cable channel tvN. [9] [10] Background [ edit ]
Shinobu Kaitani was inspired to write Liar Game through the idea of the 'Minority Rule'. [11] References [ edit ]
Titsoff, Ader (January 22, 2018). '10 High Stakes Gambling Anime Manga Japanese Fans Love'. GoBoiano . Archived from the original on January 25, 2018 . Retrieved July 24, 2018 .
Loo, Egan (April 23, 2009). 'Liar Game Manga Made into 2nd TV Drama Season, Film'. Anime News Network . Retrieved July 23, 2018 .
2005 . youngjump.jp (in Japanese). Shueisha.
Hodgkins, Crystalyn (December 31, 2014). 'Shinobu Kaitani's Liar Game Manga Ends in January'. Anime News Network . Retrieved September 10, 2019 .
'LIAR GAME 1' (in Japanese). Shueisha . Retrieved October 3, 2009 .
'LIAR GAME 19' (in Japanese). Shueisha . Retrieved September 10, 2019 .
'LIAR GAME roots of A ' (in Japanese). Shueisha . Retrieved October 3, 2009 .
'Liar Game Manga Gets 2nd Live-Action Film Next March'. Anime News Network. October 5, 2011 . Retrieved October 5, 2011 .
Choi, Eun-hwa (September 12, 2014). 'Kim So Eun, Lee Sang Yoon and Shin Sung Rok Confirmed for Drama Liar Game '. enewsWorld. Archived from the original on September 14, 2014 . Retrieved September 14, 2014 .
Jones, Julie (September 12, 2014). 'To Win At The 'Liar Game' These Actors Will Cheat And Lie'. KDramaStars . Retrieved September 14, 2014 .
https://www.youtube.com/watch?v=Nhn9U5KVwzglist=UUMIhlyk5MKSZu45hsTAOXOgindex=8 External links [ edit ]
Liar Game (manga) at Anime News Network's encyclopedia Retrieved from 'https://en.wikipedia.org/w/index.php?title=Liar_Gameoldid=993098835'
Liar's Poker Genre Crossword Clue
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.
Genre: drama Original Language: English Director: Jeff Santo. Audience Reviews for Liar's Poker. There are no featured audience reviews for Liar's Poker at this time. Michael Lewis creates a fresh, character-driven narrative brimming with indignation and dark humor, a fitting sequel to his 1 bestseller Liar's Poker. Out of a handful of unlikely-really unlikely-heroes, Lewis fashions a story as compelling and unusual as any of his earlier bestsellers, proving yet again that he is the finest and funniest.
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.
The genre has its roots in South America, with games there being known as Dudo, Cachito, Perudo or Dadinho; other names include 'pirate's dice,' 'deception dice' and 'diception.' The drinking game version is sometimes called Mexicali or Mexican in the United States; the latter term may be a corruption of Mxchen ('Little Max'), the name by which a similar game, Mia, is known in Germany, while Liar's dice is known in Germany as Bluff . It is known by various names in Asia. Single hand [ edit ] Five six-sided dice are used per player, with dice cups used for concealment.
Five dice are used per player with dice cups used for concealment.
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.
Turns rotate among the players in a clockwise order. Each player has two choices during their turn: to make a higher bid, or challenge the previous bidtypically with a call of 'liar'. Raising the bid means either increasing the quantity, or the face value, or both, according to the specific bidding rules used. There are many variants of allowed and disallowed bids; common bidding variants, given a previous bid of an arbitrary quantity and face value, include:
the player may bid a higher quantity of any particular face, or the same quantity of a higher face (allowing a player to 're-assert' a face value they believe prevalent if another player increased the face value on their bid);
the player may bid a higher quantity of the same face, or any particular quantity of a higher face (allowing a player to 'reset' the quantity);
the player may bid a higher quantity of the same face or the same quantity of a higher face (the most restrictive; a reduction in either face value or quantity is never allowed).
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. Variants [ edit ]
Instead of the current player being the only one who can raise the bet, challenge (or 'call up') the previously-made bid, any player may raise or challenge a bid at any time. The first challenge made ends the round, and the challenger closest to the current bidder in the direction of play has priority if multiple players challenge at the same time.
If played with the above variant, the player who made the last bid may count aloud from 1 to 10. If he reaches 10 with no one challenging or increasing the bid, the round ends with that player earning back a die. A player may have more than 5 dice that way, and any player who reaches 10 dice that way wins the game.
With the above-mentioned variants, some players may stay quiet and win easily. To avoid that, the following rule may be added: Each time a player loses a challenge, he loses a die normally, but the two players sitting to their left and right lose a die as well (unless one of them was the player to win the challenge).
Another solution to the above-mentioned variants is to force all players to choose a side: Each player holds a two-sided item (preferred a coin or a card), and decides which side means 'true', and which means 'lie'. When a player challenges, all players must join the challenge, placing their items on the table on either 'true' or 'lie', hidden beneath their hands. Once all players have joined, the items are revealed and the table is divided into players who support either side of the challenge. Every player on the losing side loses a die at the end of the challenge.
With some bidding systems, a player may elect to choose one or more dice of matching value from under their cup, place them outside the cup in view of the other players, re-roll the remaining dice, and make a new bid of any quantity of that face value.
When a player has no two dice with the same face, he may choose to pass once in a game round. If he does so, the bid will not be raised. The next player can raise the bid using standard rules, or call the bluff. By doing so, he challenges the claim of the passing player having no two dice with the same face. This is commonly used in multi-round games where dice are removed from the game, as it helps players with few dice left to gain more information about the other dice without risk.
If a bidder is challenged, yet their bid was 'spot on', they may win back a die.
Instead of raising or challenging, the player can claim that the current bid is exactly correct ('Spot On'). If the number is higher or lower, the player loses to the previous bidder, but if they are correct, they win. A 'spot-on' claim typically has a lower chance of being correct than a challenge, so a correct 'spot on' call sometimes has a greater reward, such as the player regaining a previously lost die or all other players losing a die. Elements of strategy [ edit ]
As with any game of chance, probability is highly important. The key element is the 'expected quantity': the quantity of any face value that has the highest probability of being present. For six-sided dice, the expected quantity is one-sixth the number of dice in play, rounded down. [ citation needed ] When wilds are used, the expected quantity is doubled as players can expect as many aces, on average, as any other value. Because each rolled die is independent of all others, any combination of values is possible, but the 'expected quantity' has a greater than 50 chance of being correct, and the highest probability of being exactly correct. For example, when 15 dice are in play and wilds are used, the expected quantity is 5. The chances of a bid of 5 being correct are about 59.5; in contrast, the chances of a bid of 8 being correct are only about 8.8.
However, a high bid is not necessarily incorrect, because bids incorporate information the player knows. A player who holds several dice of a single value (for instance, four out of the five dice in their hand are threes) may make a bid, with fifteen dice on the table, of 'six threes'. To an outside observer who sees none of the dice, this has an extremely low probability of being correct (even with wilds), however since the player knows the value of five of those dice, the player is actually betting that there are two additional threes among the ten unknown dice. This is far more likely to be true (about 40).
Each bid gives others at the table information. Players, through subsequent bids, reveal the players' confidence in the quantity of each face value rolled. A player with two or three of a certain face value under his or her own cup may make a bid favoring that face value. Players can thus use these bids to build a mental picture of the unknown values, which either strengthens or weakens their confidence in a bid they are considering. Others may consider a bid as evidence it is true, and if their own dice support the same conclusion, may increase the bid on that face value, or if their dice refute it may bid on a different face, or challenge the previous bid.
Conversely, bids can also be bluffs. Bluffs in liar's dice can be split into two main categories: early bluffs and late bluffs. An early bluff is likely to be correct by simple probability (depending on the number of players), but other players may believe the bidder made that bid because his or her dice supported it. Thus, the bluff is false information that can lead to incorrect higher bids being made on that face value. Players will thus attempt to trick other players into overbidding by use of early bluffs to inflate a particular face value. A late bluff, on the other hand, is usually less voluntary; the player is often unwilling to challenge a bid, but as a higher bid is even more likely to be incorrect it is even less appealing. A late bluff is thus a critical part of the game; convincing bluffs, as well as reliable detection of bluffs, allow the player to avoid being challenged on an incorrect bid.
Playing Liar's dice involves interpersonal skills similar to other bluffing games such as poker. Being able to reliably detect bluffs through giveaways, or 'tells', and analyzing a player's bidding history for patterns that can indicate the likelihood of a bluff, are important skills here just as in poker. Dice odds [ edit ]
For a given number of unknown dice n , the probability that exactly a certain quantity q of any face value are showing, P(q) , is P ( q ) = C ( n , q ) ( 1 / 6 ) q ( 5 / 6 ) n q displaystyle P(q)=C(n,q)cdot (1/6)qcdot (5/6)n-q
Where C(n,q) is the number of unique subsets of q dice out of the set of n unknown dice. In other words, the number of dice with any particular face value follows the binomial distribution B ( n , 1 6 ) displaystyle B(n,tfrac 16) .
For the same n, the probability P'(q) that at least q dice are showing a given face is the sum of P(x) for all x such that q x n , or Liar's Poker Genre Meaning P ( q ) = x = q n C ( n , x ) ( 1 / 6 ) x ( 5 / 6 ) n x displaystyle P'(q)=sum _x=qnC(n,x)cdot (1/6)xcdot (5/6)n-x
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 expected quantity of any face value among a number of unknown dice is one-sixth the total unknown dice.
A bid of the expected quantity (or twice the expected value when playing with wilds), rounded down, has a greater than 50 chance of being correct and the highest chance of being exactly correct. [1] Common hand [ edit ] A set of poker dice being rolled behind a screen, played as in the 'individual' hand version of liar's dice.
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:
Five of a kind: e.g., 44444
Four of a kind: e.g., 22225
High straight: 23456
Full house: e.g., 66111
Three of a kind: e.g., 44432
Low straight: 12345
Two pair: e.g., 22551
Pair: e.g., 66532
Runt: e.g., 13456
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. [2] Drinking game version [ edit ]
The first player rolls two dice under a cup and claims a roll. Most claims are scored by reading the higher die as the 10s place and the lower as the 1s, e.g., a roll of 1 and 4 is read as '41'. Doubles are higher than '65', and what would be the lowest roll 2-1, is a 'Mexican' and higher than 6-6.
Special rolls:
3-1 Social (everyone drinks, cancel all previous rolls, roll again to open)
3-2 Reverse (change direction and previous player drinks one sip, cancel all previous rolls, roll again to open)
2-1 Mexican (if the cup is lifted revealing a Mexican, the incorrect challenger drinks twice, if the player does not challenge, the player must still drink, since nothing is higher than Mexican)
The next player may do one of two things. If he believes the roller, he simply takes the dice (without looking at the result), rolls, and claims a higher scoring roll. If he does not believe the roller, the cup is lifted, revealing the roller's hand. Either the bluffer or incorrect challenger must drink. Commercial versions [ edit ]
1987 Liar's Dice - by Milton Bradley and designer Richard Borg.
1993 Call My Bluff , by FX Schmid and designer Richard Borg, won the 1993 Spiel des Jahres and Deutscher Spiele Preis awards. [3]
Dudo, also known as Perudo See also [ edit ] References [ edit ]
Ferguson, Christopher P; Ferguson, Thomas S. 'Models for the Game of Liar's Dice' (PDF) . University of California at Los Angeles . Retrieved 16 January 2013 .
Hoyle's Rules of Games, Third Revised and Updated Edition. Albert H. Morehead and Georffrey Mott-Smith - Revised and Updated by Philip D. Morehead
1993 Spiel des Jahres External links [ edit ]
Liar's Dice at BoardGameGeek Retrieved from 'https://en.wikipedia.org/w/index.php?title=Liar27s_diceoldid=991673485' (Redirected from Liar's Game) Liar Game The first tankbon of Liar Game as published by Shueisha featuring Nao Kanzaki (center) and Shinichi Akiyama (right) on the cover.
( Rai Gmu ) Genre Manga Written by Shinobu Kaitani Published by Shueisha Magazine Weekly Young Jump Demographic Seinen Original run February 17, 2005 January 22, 2015 Volumes 19 (List of volumes) Live-action
Liar Game (2007 TV series)
Liar Game: Season 2 (2009 TV series)
Liar Game: The Final Stage (2010 film)
Liar Game: Reborn (2012 film)
Liar Game (2014 TV series) Anime and manga portal
Liar Game (Japanese: , Hepburn: Rai Gmu ) is a Japanese manga series written and illustrated by Shinobu Kaitani. The manga was serialized from 2005 to 2015 in the manga magazine Weekly Young Jump , published by Shueisha.
It was adapted into a TV series, which started airing on April 14, 2007 on Fuji TV, achieving an 11.4 viewership rating in Japan's Kant region. A sequel, Liar Game: Season 2 , ran from 2009 to 2010. It was also adapted into two live action films: Liar Game: The Final Stage in 2010, and Liar Game: Reborn in 2012. Plot summary [ edit ]
An uncommonly naive college student named Nao Kanzaki receives a package containing 100 million yen (about US$1 million) and a note that she is now a contestant in the Liar Game Tournament. In this fictional tournament, contestants are encouraged to cheat and lie to obtain other contestants' money, with the losers forced to bear a debt proportional to their losses. When Nao's first opponent, a trusted former teacher, steals her money, she seeks assistance from a con man named Shinichi Akiyama. Though they manage to defeat him, Nao and Akiyama decide to buy out his debt and advance through different rounds of the Liar Game Tournament against merciless contestants, while at the same time attempting to free their opponents from debt and defeat the Liar Game organization from within. Characters [ edit ] Protagonists [ edit ] Nao Kanzaki ( , Kanzaki Nao ) Nao Kanzaki is a 'foolishly honest' college student who is coerced into playing the Liar Game. She is extremely honest and, initially, nave, but these attributes allow her to win the trust of fellow contestants in the Liar Game. Nao firmly believes that all people have value and, though not very bright, makes unique observations due to her navety and emotional sensitivity, which the others in the game notably lack, for better or for worse. She gradually learns to question others while maintaining the ability to trust her allies. Although Nao has had several opportunities to leave the Liar Game, she continues to play, wishing to 'save' the other players who have fallen into debt. Nao's only known family member is her father, who is hospitalized with terminal cancer. She has no close friends other than Akiyama, who saves her from her self-described lonely life. In turn, she develops an exceptionally strong attachment to Akiyama. Shinichi Akiyama ( , Akiyama Shin'ichi ) Akiyama is a graduate of Teito University with a degree in criminal psychology. He became a con man in order to take down the multi-level marketing corporation that swindled his mother to the point where she committed suicide to 'save' Akiyama from debt via her life insurance. After being released from prison, Akiyama reluctantly agrees to help Nao win the Liar Game after she despairingly cries out, 'Save me!' Mitsuo Tanimura later suggests that Akiyama consented to help Nao because he saw a resemblance between Nao's and his mother's situations. Akiyama enters the Liar Game in Round 2 by substituting for another player, and by Round 3 is seen as an unofficial leader among the Liar Game's contestants. Akiyama utilizes Nao's ability to make sincere, emotional appeals to sway other contestants, making Nao Akiyama's most powerful weapon. Nevertheless, he continually tries to pay off her debt to get her to leave the Liar Game and never lets her come into harm's way. Akiyama's motivation for continuing in the Liar Game is to find the real motives behind the Liar Game Tournament organization and bring it down. Antagonists [ edit ] Kazuo Fujisawa ( , Fujisawa Kazuo ) Nao's former teacher and opponent in Round 1, who was originally a kind man concerned about the welfare of his students. After a series of misfortunes, Fujisawa has become angry, hateful, and mistrustful. Nao is shocked when he outright told her that he doesn't care if she goes into debt or is forced into prostitution to pay it back. Fujisawa's behavior, however, only solidifies Akiyama's decision to help Nao. At the end of Round 1 when Akiyama outsmarts Fujisawa but Nao gives Fujisawa her winnings to that he can repay his debt, Fujisawa is last seen bowing to her in gratitude. Yuji Fukunaga ( , Fukunaga Yuuji ) A trans woman who first appears in Round 2, as a woman named Hitomi. Possibly an in-transition or post-op transsexual, she still has breasts when not dressed in female clothes. Sly, calculating, and a 5th degree black belt, Fukunaga is a skilled manipulator whose weaknesses appear to be her desire for money and her temper. Age unknown; alludes to being noticeably older than she seems. During Round 3, Fukunaga learns to cooperate with Nao and Akiyama, and even when Fukunaga finishes the round debt-free, she chooses to continue in the tournament to aid them. However, Fukunaga is forced to confront Yokoya without their help in the third revival round and is eliminated from the game with over one billion yen of debt. In later chapters, Fukunaga recognizes Nao's improvement and starts to get fond of her, although she still believes she is incompetent. Nao also observed that Fukunaga may have a crush on Akiyama. After Fukunaga's identified-as-male-at-birth identity is revealed, the Japanese text deliberately avoids referring to 'her' by gender. (In the live version this character is still male, but with a vaguely homosexual overtone). Alternates between personas - an ultra-feminine cold and superior mature femme fatale; a bullheaded boisterous and physically intimidating man in obvious drag; a seemingly none-too-bright loud young delinquent girl; and gradations in between - whichever currently best suits Fukunaga's own needs, both in-game and outside of it. She is absolutely convincing as a female when she so desires and regularly has everyone fooled. Also stated to have managed to play a convincing non-descript male to orchestrate a con (not shown), despite having prominent 'real' cleavage, said to be the result of a combination of female hormone injections and breast augmentation surgery with saline implants. Liar's Poker Genre Crossword Clue Norihiko Yokoya ( , Yokoya Norihiko ) A character obsessed with domination, Yokoya first appears in Round 3. He is a calm, eerie dark-haired young man, who is often shown carrying white mice in his pockets, he dresses in vaguely militaristic suits, admiring and seeking to emulate notorious 20th-century dictators, most notably Adolf Hitler. Nearco describes Yokoya as Akiyama's greatest rival, and Nao sensed something odd about him early in the game. Yokoya comes from a wealthy family, and his strategy frequently involves bribing other contestants into becoming his pawns. His team is depicted as Yokoya's complete dictatorship, as opposed to Nao's cooperative team. Although Yokoya initially planned to drop out of the Liar Game with his Round 3 winnings, Nao taunts him into proceeding to the next round, and Yokoya swore to bring down Nao and Akiyama in revenge. After losing Round 4 to them, Yokoya decides to keep playing to the end, aiming to become the ultimate winner of the Liar Game. During the Third Revival Round, Yokoya was able to accurately predict the name of the game to be played by the contestants; this is not even told to the hosts and other LGT Office Employees. Yokoya claims to have deduced the name because he has determined the true meaning of the Liar Game, but he actually had read a foreign book from which the Liar Game was inspired, including the games played on it by order. After being outsmarted by Akiyama in the final game, Yokoya finally admits defeat, claiming that unlike Hitler whom he admired, he must know when to quit, much to the happiness of his father, who is also revealed to be one of the hosts of the Liar Game. It is later revealed that his father taught him to manipulate people in order to groom him as a successor. Takashi Harimoto ( , Harimoto Takashi ) Harimoto wears long robes and a straw hat. He has deep wrinkles, which hints that he may be the oldest character introduced so far. Unlike Akiyama and Yokoya, both of whom excel at psychological and mental manipulation, Harimoto's strength lies in taking advantage of a person's emotional state. He first appears in Round 4, as the founder of the Peaceful Heaven (also: Peaceful Paradise) cult. Three female members of his cult - Mika Mikamoto, Kei Kimura, and Yukiko Abe - are also contestants in the Liar Game and follow him unconditionally, giving him a strong advantage. He controls his cult members by telling them that all mankind descends from humans and demons as well, claiming that his mission is to gather those like him with little demonic blood under his guidance, in a quest to restore a (nearly) pure human bloodline and work to overthrow the demons. It is later revealed that he used cold reading to 'rescue' the three women when each was in her lowest emotional state, thus seducing them into joining his cult. Once defeated in Round 4, Harimoto and his cultists return for the subsequent revival round, and moved by Nao's incorruptible spirit, they withdraw from the Liar Game, giving away the money they had previously collected to pay other players' debt. Liar Game Tournament (LGT) Office [ edit ]
The purpose of the LGT Office is revealed in the last chapter. At the head of the office are those who wished to recreate the conditions in a radical political work whose last volume was confiscated in order to surmise its contents. The other members with patterned masks had participated in an initial attempt to conduct a simulation of the radical work, i.e. a first Liar Game Tournament. They agreed to return to help in the second (successful) attempt at holding a Liar Game Tournament. This second tournament is what is described in the manga.
'Handlers' manage individual contestants and provide information on upcoming rounds, and 'hosts' carry out the actual rounds of the Liar Game and observe the contestants.
The identities of some of the LGT Office members are revealed: Mitsuo Tanimura ( , Tanimura Mitsuo ) A man who posed as a lawyer (a policeman in the live-action) and whom Nao first consults when she gets involved in the Liar Game Tournament. It isn't revealed until later that he is actually part of the Liar Game Tournament working to make sure players can't escape the game by going to the authorities. Tanimura is the Liar Game representative assigned to Nao. It was Tanimura who initially gives Nao the idea of using a scam artist to win the game (in the live-action adaptation, this was deliberately done in order to bait Akiyama into participating in the game). He does not wear a mask. Leronira ( , Reronira ) One of the hosts of the Liar Game, he wears a suit and an ornate mask over his face. Although he admires Akiyama and Fukunaga for their intelligence, he admits to being most interested in how Nao participates in the games. He is apparently one of the smartest and cleverest among the hosts. He admits near the end of the manga that he understands the way Akiyama thinks well, a subtle indication that Leronira held the same 'role' as Akiyama during the first Liar Game. Early in the game, he correctly predicts that Nao would be the one to change the dynamic of the game. In the live-action adaptation, he is the masked figure who gives players instructions via recorded videos or through a monitor. Nearco ( , Nearuko ) A co-host of the Liar Game who wears a mask with a long moustache. First appearing in Round 3, Nearco admires Yokoya, describing him as a fearsome individual, and cannot understand Leronira's confidence in Nao as a player. Nearco is analytical and intelligent, although not up to the standard of Leronira or Rabelais. These qualities suggest that he may have held Fukunaga's 'role' in the first Liar Game Tournament. Solario ( , Sorario ) A third host of the Liar Game, Solario wears a mask with a sun drawn on the right eye. Solario is impressed that Nao is able to realize the objective of Second Revival Round before any of the other players. Forli ( , Foruri ) A fourth host of the Liar Game who appears similar to the other round dealers, but with a suit and bowtie. His clothes are a bit scraggly-looking, his hair stands out, and his mask resembles the face-paint of a clown in the Renaissance with long, oval markings on each of where his eyes and mouth should be. He hosts the Round 4 Qualifier for Akiyama and Nao's side, rooting for them and tending to fall completely for all of Akiyama's plans, even though he's not involved and knows all the rules of the game. Forli is the least intelligent of the LGT Officers. Kurifuji ( , Kurifuji ) A family agent assigned to monitor Yokoya to ensure his safety. She wears sunglasses and a surgical mask across her mouth and nose, effectively concealing her face. Kurifuji is able to comprehend and predict Yokoya's plans and schemes more accurately than the other members of the LGT Office. She majored in psychology. Alsab ( , Arusabu ) A fifth host of the Liar Game, who hosts Round 4 and its qualifier on Fukunaga's side. His mask has a yin-yang symbol on the forehead; (water) i-ching symbol on the left cheek of mask; and (fire) i-ching symbol on the right cheek in a manner somewhat reminiscent of the South Korean flag. In contrast to Leronira, he doesn't seem consider Nao a serious threat in the Liar Game. He passionately declares that human beings are slaves to greed and unable to work together for the greater good only to be proven wrong by Nao and Akiyama's alliances. Silien ( , Silien ) A sixth host of the Liar Game who is the dealer for the Revival Round III for Group A. Rabelais ( , Rabelais ) A seventh host of the Liar Game who is the dealer for the Revival Round III for Group B. He is Yokoya's father. He is rich and famous; in the previous Liar Game, he won in almost all the games that were played, according to Leronira. Altair ( , Altair ) Called the 'Chief Executive'. He appears during Revival Round III. Games [ edit ]
Half a Million Dollars Game: Two opponents possess half a million dollars and must try and steal money of the other before a set deadline. How to win Half a Million Dollars Game: Fool your opponent into thinking the deadline is sooner than it is. Have colleagues pretend to be game officials and pick up your opponents cash for checking at the fake deadline. Your colleagues then pass the money to you before the real deadline.
Minority Game: A game for 22 individual players.A Yes-No question is asked. (The question itself is irrelevant.) Players vote their answer of either yes or no. The answer with fewest votes wins. Those players continue to the next round where the game repeats until a tie between two players, or one player winner remains. How to win the Minority Game; Answer 1: Form a team of 8 players; 4 vote yes and 4 vote no. Thus irrespective of the outcome, 4 are guaranteed to give the correct answer and continue to the next round. In the following round, 2 of the 4 vote yes, and 2 vote no. Thus irrespective of the outcome, 2 are guaranteed to give the correct answer and continue to the next round. In the following round, 1 of the 2 vote yes, and 1 vote no. Thus irrespective of the outcome, 1 is guaranteed to give the correct answer. This could result in either an overall win or a tie with a non team-member. This strategy will enable you to know one of your team will win, but you will not know who it will be. How to win the Minority Game; Answer 2: This strategy will enable a specific person to win. Let's call that person, X.X approaches 7 other players to form a team of 8 and convinces them to play as per strategy 1. X also approaches 7 other players to form a second team of 8 and convinces them to also play as per strategy 1.X also approaches the remaining 7 players to form a third team of 8 and convinces them to also play as per strategy 1.No team knows of any other team apart from player X.In each round, X tells each team s/he will cast a vote for yes. Due to X effectively playing the part of 3 players but only casting 1 vote, X will always be voting on the minority side and will ultimately win the game.
Restructuring Game: Players must cast three votes for other players. After 10 rounds of voting, the player with the fewest votes is eliminated. Votes can be bribed and bought. How to win the Restructuring Game:
The Card Bet (as shown in the Japan version): Two playing cards placed in a bag. One is the Joker. The other is a double backed card with no face. A person must reach into the bag, retrieve a card and place on the table face down. Then the card is flipped. If it is the face card one person wins, if it is the double backed card, the other person wins. You let your opponent to choose light or dark for their card choice. You let your opponent remove and flip the card each and every time. You point out that if the face up card is placed directly on the table before it is flipped then the result is already known and therefore is invalid and does not count for either person. First person to 7 wins. How to win the Card Bet: This game gives the illusion of a 50/50 chance for both players. However, the double backed card will win 66 of the time. Therefore, the trick is to force your opponent to choose the face cards as their winning card to put the odds in your favor.Offer your opponent to choose between the light or dark card. If they say light, tell them they have chosen the face up cards. If they choose dark, tell them they have chosen the dark, shifty Joker to represent them and you will have the light blue backed cards. Thus irrespective of their decision you force them to choose the Joker. If your opponents card is drawn, half the time it will be face up and will automatically be deemed voided. If your card is drawn, it will always be flipped and yield a win for you. Your card will never be voided. Ultimately you almost certainly must win.
The Smuggler's Game: A game for two teams (nations). Each nation has 5 million deposited in a bank account in the opposing nation. A player must go into the opposing nation and withdraw nothing or 1 million or any amount in between. The money (including nil if so chosen) is placed in a suitcase. When returning to their own nation with the suitcase, they are stopped at the border by customs. The opposing nation must choose to allow the player pass without checking the contents of the case, or stop them on suspicion of smuggling money. If they stop the player they must also announce the amount of money they suspect they are smuggling. How to win the Smugglers Game: Bribe border guards of the opposing nation to act as mules on your behalf.
17 Poker: A deck of 17 cards. Four Aces, four Jacks, four Queens, four Kings, and a Joker (Wild Card).The deck is shuffled and four cards are dealt to players. Winning hands are one-of-kind, two-of-a-kind, three-of-a-kind, and four-of-a-kind. Joker is a wild card. How to win 17 Poker: Each hand must start with a newly opened deck. Thus the deck will begin ordered by suit. Rifle shuffle the deck (perfectly) twice. This will mathematically order the deck by picture (A's, J's, Q's, K's, Joker). An opponent can cut the deck wherever they wish. The starting card will change, but the order remains the same. If your opponent has cleverly figured a way to get the Joker, then the following cards will always be four-of-card. Problem with the winning strategy of 17 Poker: It requires the dealer perfectly rifle shuffle the deck twice. Your opponent must figure out how to get the Joker, then get the Joker and no further cards, and that no other subsequent opponent get any cards before you. That is to say, you must get the very next four cards after the Joker is received by your opponent. Reality of 17 Poker: Whomever gets the Joker by whatever means has the highest probability of winning any given hand; unless sleight of hand is involved. The winning strategy as presented in Liar Game is unlikely to work.
Last Man Standing Version I: Each player has a (toy) gun. This gun is initially loaded with one bullet (blank). Each player takes a turn in a given round. At their turn, a player may opt to shoot, load, or avoid. If a player chooses to Shoot, they may shoot an opponent of their choice. If the gun successfully fires, they may continue to shoot until the first empty chamber. If a player chooses to Load, they can add another bullet to the chamber of their gun for use in a subsequent turn. Thereby increasing the number of bullets in the chamber and increasing the likelihood of a successful shot when they subsequently choose to shoot.If a player chooses to Avoid, they do not get to Shoot, nor Load. However, if any opponent chooses to shoot them during the round, they avoid a successful shot and may select any other opponent who is shot instead (as if by ricochet).Each player has 5 lives. Thus they must be shot 5 times before they die and are eliminated from the game. The person who fired the killing shot is awarded their gun. Thus that play then has an additional gun to play with per turn. How to win Last Man Standing: You could benefit by suspecting who wants to kill whom, and have excellent mental math skills to calculate chance throughout the game. Your chances are not significantly increased unless you are able to gain a second gun.
Last Man Standing Version II: Players have 15 lives.Avoiding is not option.In each round, all players shoot or load at the same time.
The Well Game: (as shown in orphanage in the Korean version)Three players stand in a circle holding hands. Players facing outward from the circle.On the count of three, each player pulls the hand of a neighboring player.If two people happen to both pull the hands of the third player, the third player is toppled off-balance and loses (falling into the well in the center of the circle). Media [ edit ] Manga [ edit ]
Liar Game started serialization in the 2005 issue 12 of Shueisha's Weekly Young Jump published on February 17, 2005. [3] The series finished in the 2015 issue 8 of Weekly Young Jump published on January 22, 2015. [4] The first tankbon volume was published on September 16, 2005. [5] As of April 2015, the series has been compiled into nineteen tankbon volumes. [6]
A short story 'Roots of A' has been published as the title piece of a Shinobu Kaitani's anthology released in July 2008. [7] Live-action [ edit ]
Liar Game was adapted into a Japanese television series: Liar Game , a 2007 Fuji series broadcast, followed in 2009 by Liar Game: Season 2 . In 2010, the full-length film Liar Game: The Final Stage was released as a continuation of the TV series. A sequel, entitled Liar Game: Reborn , was released in 2012. [8]
A 2014 Korean drama adaptation also titled Liar Game aired on cable channel tvN. [9] [10] Background [ edit ]
Shinobu Kaitani was inspired to write Liar Game through the idea of the 'Minority Rule'. [11] References [ edit ]
Titsoff, Ader (January 22, 2018). '10 High Stakes Gambling Anime Manga Japanese Fans Love'. GoBoiano . Archived from the original on January 25, 2018 . Retrieved July 24, 2018 .
Loo, Egan (April 23, 2009). 'Liar Game Manga Made into 2nd TV Drama Season, Film'. Anime News Network . Retrieved July 23, 2018 .
2005 . youngjump.jp (in Japanese). Shueisha.
Hodgkins, Crystalyn (December 31, 2014). 'Shinobu Kaitani's Liar Game Manga Ends in January'. Anime News Network . Retrieved September 10, 2019 .
'LIAR GAME 1' (in Japanese). Shueisha . Retrieved October 3, 2009 .
'LIAR GAME 19' (in Japanese). Shueisha . Retrieved September 10, 2019 .
'LIAR GAME roots of A ' (in Japanese). Shueisha . Retrieved October 3, 2009 .
'Liar Game Manga Gets 2nd Live-Action Film Next March'. Anime News Network. October 5, 2011 . Retrieved October 5, 2011 .
Choi, Eun-hwa (September 12, 2014). 'Kim So Eun, Lee Sang Yoon and Shin Sung Rok Confirmed for Drama Liar Game '. enewsWorld. Archived from the original on September 14, 2014 . Retrieved September 14, 2014 .
Jones, Julie (September 12, 2014). 'To Win At The 'Liar Game' These Actors Will Cheat And Lie'. KDramaStars . Retrieved September 14, 2014 .
https://www.youtube.com/watch?v=Nhn9U5KVwzglist=UUMIhlyk5MKSZu45hsTAOXOgindex=8 External links [ edit ]
Liar Game (manga) at Anime News Network's encyclopedia Retrieved from 'https://en.wikipedia.org/w/index.php?title=Liar_Gameoldid=993098835'