Be the last player standing. Everyone starts with 5 lives. Lose all your lives and you're out.
On your turn
Roll two dice secretly — only you see the result.
Claim a roll equal to or higher than the previous player's claim. You don't have to tell the truth.
If there is no previous claim yet, you may claim anything.
Challenging
Instead of rolling, you may challenge the previous player's claim.
The previous player reveals their dice.
If they were bluffing (real roll was lower than claimed) — they lose a life.
If they were honest — you lose a life.
Once you roll, you can no longer challenge that round.
Rank order (lowest → highest)
3–24–24–35–2…6–51–12–2…6–6Maxle
Pairs beat non-pairs. The higher die counts first, then the lower. Maxle (2–1) is always the highest possible roll.
Maxle (2–1)
The highest possible claim. When Maxle is claimed, the next player cannot roll — they must either challenge or believe.
If they challenge and the claimer really had Maxle — challenger loses 2 lives.
If they challenge and the claimer was bluffing — claimer loses 2 lives.
If they believe, they roll and must start a new round of claims.
AI Difficulty
Easy
Challenges rarely — even suspicious high claims only get called out ~60% of the time. Bluffs conservatively, usually claiming just above the current rank. Good for learning the game.
Normal
Challenges based on how hard the claim is to roll and whether the player has a history of bluffing. Bluffs occasionally but stays believable. A fair opponent.
Hard
Challenges aggressively — very high claims or known bluffers almost always get called. When it bluffs, it shoots for the top of the range. Memory builds quickly, so lying once makes it suspicious of you for the rest of the round.