Game Rules — Meyer

The classic Danish/Norwegian dice bluffing game, for 2–6 players.

Setup

Dice Ranking

Always read the dice with the highest number first.

RankRollNotes
Lowest32Worst possible roll
Regular33 – 65e.g. 43, 53, 64
Doubles11, 22, 33 … 66Beats all regular rolls
2nd Highest31 — Little MeyerBeats everything except Meyer
Highest21 — Meyer!Beats everything

How a Turn Works

  1. Roll: Shake the dice under the cup, then secretly peek at the result.
  2. Claim: Announce a combination — truthfully or as a bluff.
  3. Pass: Pass the cup to the next player without revealing the dice.
  4. Decide: The next player chooses:

Resolving a Lift

The loser of the round starts the next roll.

End of Game

Announcing Rolls: the Language of Meyer

Every roll of two dice is read as a two-digit number with the higher die first: a 4 and a 6 is “64”, never “46”. That convention is what makes the ranking table above work. The special rolls have names you will hear at any Scandinavian table: 21 is “Meyer”, the unbeatable roll, and 31 is “Little Meyer” (Danish: Lille Meyer), second only to Meyer itself. Doubles are announced as “a pair of fives” or simply “55”. When you claim a roll, you say the number out loud before passing the cup — in MeyerLive3D you pick the claim from the claim board, and your live camera feed carries your poker face to the other players.

The Heart of the Game: Bluffing

Meyer is not a dice game with bluffing bolted on; it is a bluffing game that happens to use dice. Because each claim must beat the previous one — strictly higher, never a repeat — the claims in a round form a rising ladder. Sooner or later somebody stands on a rung their dice cannot support — the only questions are who, and whether the next player dares to lift the cup. Three practical consequences follow:

A Worked Round

  1. Anna rolls, peeks, and sees 53. She announces “53” (the truth) and passes to Ben.
  2. Ben believes her, rolls, and sees 32 — the worst roll in the game. He cannot truthfully beat 53, so he bluffs: “62”. He passes to Clara.
  3. Clara must now either believe (roll and beat 62) or lift. She studies Ben's face and lifts the cup: the dice show 32. Ben's claim was a bluff — Ben loses one point and starts the next round.
  4. Had the dice shown 62 or better, Clara would have lost the point instead — the price of doubting an honest player.

Odds Worth Knowing

With two dice there are 36 equally likely outcomes, collapsing into 21 distinct rolls when order is ignored. Meyer (21) comes up 2 times in 36 — about once every 18 rolls — and Little Meyer (31) the same. Each double has only 1 chance in 36. A useful rule of thumb: the chance of rolling better than a mid-table claim like 54 is under a third, so a player who calmly raises past 54 is either lucky, lying, or wants you to think one of the two. Counting how many rungs of the ladder remain above the current claim is the closest thing Meyer has to card counting — and it is entirely legal.

Common House Variants

MeyerLive3D plays the classic rule set described on this page; variants are listed so table players feel at home with how the online rules were chosen.

Playing Online at MeyerLive3D