Get rid of all your cards without getting caught lying.
Deck
Standard 52-card deck
Players
3 to 6 players (ideal)
The whole deck is dealt out evenly among the players.
On your turn, you place 1 to 4 cards face down on the central pile and announce out loud what rank they are (for example, "two Kings").
Whoever opens the cycle can announce any rank; from there the rank is locked, and every play in that cycle has to announce that same rank until somebody takes the pile.
You can lie about what your cards actually are: the count you announce does have to match the number of cards you place.
Any player can shout "Liar!" at any time before the next play is resolved, calling out the last play made.
The cards are revealed: if they were telling the truth, whoever challenged takes the whole accumulated pile. If they were lying, the liar takes the whole pile instead.
Whoever takes the pile starts the next cycle free to announce whatever rank they want.
The host (or the table vote, in open lobbies) can switch this rule before the game starts: under the “climbs by one” variation, whoever opens the cycle picks the rank and every play after that must announce the next rank up (Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, then back to Ace).
With the rank moving every single play, telling the truth gets much harder - so there is far more lying, and far more challenging. Everything else (challenges, discards, the pile) works exactly the same.
If you collect several cards of the same rank, you can discard them at any time by selecting them in your hand - there is no need to wait for your turn.
Discarding isn't a play: those cards leave the game rather than going onto the pile, and it doesn't cost you your turn.
You're out of cards once you play or discard the last of them. If you're challenged and you were lying, you take back the whole pile and keep playing.
Running out of cards does not end the game: whoever manages it first wins, and everyone else plays on for the remaining places until a single player is left holding cards. That last player loses.
The bluff that gets caught is not the improbable one, it is the one that lands at an odd moment. If you have played one card at a time all game and suddenly drop four, you have announced the bluff yourself.
Lie early, while the pile is still small. A bluff caught on the first lap costs you five cards; the same bluff ten plays later costs you the round.
Save genuine cards of the called rank for the end of the cycle, when the pile is frightening and nobody wants to risk a false challenge. That is when they actually earn their keep.
Count cards, not faces. If five Kings have already been called this cycle, a sixth is impossible - that challenge is arithmetic, not intuition.
Challenging with a small pile is cheap and teaches you how each person bluffs. Challenging with a huge pile only pays when you are fairly sure.
Watch whoever is nearly out of cards. Someone about to empty their hand is going to lie on their next play because they have no alternative left: that is the most profitable challenge in the game.
When the rank climbs by one each play, you can work out what you will have to call two or three turns ahead. If the rank heading your way is one you do not hold, start setting up the bluff now.
Whoever opens the cycle picks the rank, so opening on the rank you hold most copies of buys you two or three honest plays in a row.
No. You can lie about what the cards are, but the number you announce has to match the cards you put down. Say "three Kings" and you place exactly three cards.
The last play is revealed. If the player was telling the truth, the challenger takes the whole pile. If they were lying, the liar takes it. Either way the cycle resets and the rank is free again.
From 3 to 8. Four to six is the sweet spot: with 3 there are too few people watching each play, and with 8 the pile grows so fast that challenges become very expensive.
No. Only the last play can be challenged, and only before the next one resolves. Once somebody plays on top, what came before is settled.
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