PLAY A FRIEND
CHOOSE YOUR EFFORT & SPECIAL
Set these first, then press PLAY below to lock your real move.
HOW TO PLAY A FRIEND
1 · SAY IT: Choose what you want your friend to believe. This is only a claim, not your real move. You can tell the truth or bluff.
2 · PLAY IT: Read both claims, choose your effort, then lock your real move. It can be different from what you said.
3 · REVEAL: Both real moves are revealed and points are awarded. Then make a new claim.
Choose a public claim, then secretly lock your real move. Each player stakes 1 pressure, or 2 with GO HARD. The winner takes the combined stakes: 2, 3, or 4. Ties move nothing.
First to 8 pressure wins. Otherwise, play for 90 active seconds: finish the current exchange, then the lead wins. An even score is a draw. You have 15 seconds to claim and 15 seconds to play. A missed claim has no penalty. A missed real move costs 1 pressure; if both miss, the game pauses until both press READY. Use LEAVE MATCH to stop playing.
Kilby: Reckless Confidence forces GO HARD and adds 1 to the gain if he wins. Kristin: activate Side Eye when locking your move; once both lock, rule out one rival move and confirm or change your real move within 8 seconds; otherwise your original move stands. Your effort stays locked. Each special is once per match.
The host chooses a goose; their friend plays the other. Rooms expire after an hour without activity.
NO THUMBS.
NO PROBLEM.
A very serious thumb war.
Read the bluff. Pick your move. Choose your moment.
CHOOSE YOUR GOOSE ↓
Pick a goose to play the computer. Each has one special trick.
HOW TO WIN A THUMB WAR
- Read your rival. They announce a move before each exchange. It might be a bluff.
- Pick your counter. Predict what they're actually going to play and try to beat it with your move
- Choose your risk. Play STEADY for +1 if you win, −1 if you lose. Toggle GO HARD before picking a move to make it +2 / −2.
- Push for the pin. Reach +4 pressure to win. Reach −4 and you lose. You have 10 seconds to choose each move; wait too long and your rival wins that exchange. After 60 seconds, whoever leads wins; zero is a draw.
Same move? No pressure changes. Your special ability can be used once per match.
Read the bluff → choose your effort → pick your move.
You have 10 seconds per exchange. Don’t move in time and your rival takes the point.
Reach +4 to win; −4 means you’re pinned. When time runs out, the lead wins. Zero is a draw.
Matching moves don’t change pressure. GO HARD resets after each exchange. Use your special before choosing a move, once per match.
Your rival’s move is already locked in. They can bluff, but they can’t change it after seeing yours.
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