House Of Decks

Game rules

Party Duels

Have the most points after the final, by winning duels and calling bets right.

Deck

No deck: fifty mini-games on your phone

Players

3 to 8 players

Two modes

The mode is picked in the room before starting. One at a time (the classic): one duel at a time while the rest of the room watches live and bets. Everyone plays: every round everyone fights at once, in pairs that change, with no bets.

In "Everyone plays" there are seven rounds. Whoever is last on the table picks the round's mini-game from three; each duel won scores 2 points and, with an odd number of players, whoever rests gets 1. The last round counts double. The rules below (challenge, bets and final) are those of the one-at-a-time mode.

The challenge

Each round has a challenger, taking turns around the table. The challenger is offered three random mini-games (ones that have not come up recently): they pick one of them and any other player. The challenged player cannot refuse.

With four players or fewer everyone challenges twice; with five or more, once.

The bets

Before the duel starts, everyone else secretly bets on one of the two at the same time, already knowing which mini-game it is. There are twelve seconds; whoever does not bet does not score.

A correct bet scores 1 point. If the players who called it right are fewer than half of those who bet, they went against the majority and score 2.

The duel

The two duelists play the mini-game on their phones and the room watches it live. Each mini-game lasts ten to forty seconds and has its own rule, shown before it starts.

The duel winner scores 2 points plus 1 for every spectator who bet against them. The loser loses nothing. If the mini-game ends in a tie, nobody scores.

The final

Once everyone has challenged, the final is played: first place against second place, in a random mini-game. Everything scored in the final counts double, for the duelists and the bettors alike.

Whoever has the most points after the final wins the game. On a tie, whoever won the most duels wins.

Blind mini-games

Rock, paper, scissors: At the same time, in secret. First to two wins.

High card: Cards 1 to 7 that get spent. Higher wins, but the 1 topples the 7. First to two.

Odds and evens: Show 0 to 5 fingers. The challenger has evens, the challenged odds. First to three.

Penalties: Three kicks each. Shooter and keeper pick a side at once; if they match, it is saved.

Gunslingers: Shoot, take cover or reload. Shoot while the other reloads and you win.

Blind auction: Ten coins for three lots worth 1, 2 and 4 points. The highest bid takes it.

Split or steal: Both split: half each. One steals: they take it all. Both steal: nothing.

Hide and seek: One hides in one of six places and the other searches two. You take turns.

Battleship: Hide your ship in a 4×4 sea and fire at the same time. First hit wins.

Three hills: Split 7 soldiers over three hills. Win two hills to win the battle. First to two.

Card bluff: Declare whether your hidden card is higher or lower than your rival's. They decide to believe or doubt.

Three cards treasure: One hides treasure under one of three cards and the other picks. Two rounds with swapped roles.

Turn-based mini-games

Tic-tac-toe: Three in a row. On a draw, one more game with the other player starting.

Sticks: Take one to three sticks in turns. Whoever takes the last one loses.

Four in a row: Drop counters in turns. Four in a line, any direction.

Race to 21: Take turns adding 1, 2 or 3 to the count. Whoever reaches 21 wins.

Speed mini-games

Reflexes: Tap as soon as "GO!" shows. Tap early and you lose the point. First to two.

Stop the clock: Tap when you think the given seconds have passed. Closest wins. First to two.

Quick maths: First right answer takes the point. A wrong one locks you out of that sum. First to three.

Odd one out: Tap the only symbol that is not like the others. First to three.

Colours: Tap the colour of the ink, not what the word says. First to three.

In order: Tap 1 to 12 in order, faster than the other. First to two.

Memory: Watch the sequence and repeat it from memory. Longer each time. First to two.

Count the stars: The stars show for a moment. How many were there? First to two.

Sequence: Which number comes next? First to three.

Bigger sum: Which row adds up to more, top or bottom? First to three.

Whack-a-mole duel: Moles pop up in 3×3! Whack moles (+1) and avoid bombs (−2). In 15 seconds.

Flash flag: A flag and four countries: first to guess right scores a point. First to three.

Math speed: Is the equation correct or tricky? Tap True or False faster than your rival. First to four.

Timeline: Four historical milestones: tap them in chronological order from earliest to latest.

Word mini-games

Fast typing: Type the word before the other. First to two.

Anagram: The letters are scrambled: type the word. First to two.

Luck mini-games

Push your luck: Roll and add, or stop. Roll a 1 and you lose it all. Highest stopped total wins.

Twenty-one: Hit or stand. Closest to 21 without going over.

Higher or lower: Is the next card higher or lower? Five cards; once you can bet double.

Guess the number: A number hides among twelve. Closest guess wins the round. First to two.

Heads or tails: Call how the coin will land. First to three right calls.

Dice duel: Three dice: keep the ones you like and reroll the rest. Highest sum wins.

Liar dice: Roll 2 secret dice each. Take turns raising the claimed total or call doubt. Best of three.

Glass roulette: Six glasses and one is scorching spicy. Take turns drinking one. Drink the spicy one and you lose.

Party mini-games

Hot potato: Pass it by tapping the symbol shown. It blows up whenever it likes: whoever holds it loses. First to two.

Chicken: Both cars race to the cliff. Whoever jumps out last wins... without going over. First to two.

Tug of war: Tap like mad to pull the rope. Whoever drags it to their side wins.

Simon says: Tap only when Simon says so. Fall for a trap and the point goes to the other. First to three.

Shell game: Follow the ball while the cups move. Where is it? Faster every round.

Whack-a-mole: First to whack the mole takes the point. Hitting an empty hole costs one. First to five.

Truth or hoax: A curious fact: true or a hoax? First right answer scores. First to three.

Spicy cake: Seven cakes and one is spicy. Take turns eating one; you may pass once.

Wire bomb: Five wires and one triggers the bomb. Take turns cutting one. Cut the bomb and you lose.

Emoji clues: Send up to 3 emojis as a clue for your secret word. Your rival picks from six options. Two rounds.

Party Duels is a game invented for House Of Decks. It is the only one in the house where you keep playing when it is not your turn to fight: by betting on who wins everyone else's duel.

Tips and strategy

Pick the game and the opponent well

Of the three mini-games you are offered, pick yours: if you are quick with numbers, Quick maths; if you have a good memory, Memory; if you like reading people, a blind one.

And think about the opponent. Beating whoever is first pays off, but challenging them at something they are good at just hands them points.

Bet with your head

Before betting you already know what they will play. Look at who has won more duels and at what kind of game: whoever wins the speed games will not necessarily win at rock, paper, scissors.

If everyone backs the favourite and the other one wins, whoever called it scores double and the winner scores a point for every doubter. Sometimes it pays to go against the room.

In the mini-games

In the speed games a wrong answer locks you out of that question: better one more second and right than tapping wildly.

In the blind games there is no always-right answer: if you repeat what worked, the other player will learn it.

The final counts double for everyone: even far behind the leader, a won final and a right bet can turn it around.

Frequently asked questions

How many mini-games are there?

Fifty, in six families: blind, turn-based, speed, word, luck and party games (hot potato, chicken, tug of war, Simon says...). The ones that came up recently are not offered again straight away.

Can we play without waiting for others to duel?

Yes: pick the "Everyone plays" mode in the room. Every round you all fight at once in pairs, and with an odd number one player rests with a free point.

Can I refuse a challenge?

No. The challenged player always fights, at whichever mini-game the challenger chose.

What happens if a mini-game ends in a tie?

Nobody scores, neither the duelists nor the bettors. Most mini-games have a tiebreak, so it does not happen often.

Who plays the final?

First and second place once everyone has challenged. On equal points, they are ordered by duels won.

How long does a game take?

Six to twelve minutes, depending on how many of you there are: each duel, bets included, takes less than a minute.

Party Duels, against the computer

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