How to play

The goal

Be the last player standing. You begin with a hand of secret role cards — lose them all and you're out of the game.

Your secret hand

Your cards are hidden identities only you can see. Everyone else sees just the card backs — so they never know who you really are.

On your turn

Do one of two things: take a safe Basic action (like Income for +1 coin) that nobody can stop, or Claim a character to use its special power.

Coins are power

You collect coins to pay for stronger moves — like paying to eliminate one of a rival's cards.

Claims can be lies

Here's the twist: you can claim ANY character — even one you don't hold. Bluff your way to powers you don't really have.

Blocking

Some actions can be stopped by claiming the character that blocks them — and that block can be a bluff too, which others can challenge.

Call the bluff

Suspect a lie? Call the bluff. If they were lying, they lose a card. If they were telling the truth, YOU lose a card. Choose wisely.

The characters

Six roles, each with its own power. You can reopen this list any time from the Characters button.

Win the machine

Outlast everyone with smart bluffs and sharp reads. The last player still holding a card wins ELMEKINA.

Full rules

Each player secretly holds cards from a 21-card deck (7 characters × 3). On your turn, claim a character — truthfully or not — and use its power. Anyone may call your bluff: if you were lying you lose a card; if you were truthful, the challenger loses one and you swap the revealed card for a fresh one. Lose all your cards and you're out — your coins go to whoever took your last card. Last player standing wins.

Default actions (never challengeable)

  • Income: +1 coin.
  • Loan: +2 coins, but a Tax Man may veto (the veto is a claim and can be challenged).
  • Paid Kill: pay 7 to kill one card of a target; the target may pay 9 to survive.

Characters

The suspects →

Good to know

  • After a claim, one reaction window opens: anyone may call the bluff (always offered under the action) and anyone may counter with the blocking character. A counter is a claim too and can be challenged.
  • Max 14 coins per player; extra coins are simply not gained.
  • Bounty: when you take someone's last card, all their coins go to you (capped at 14).
  • Terrorist (3) / Colonel (4) / Paid Kill (7) costs are paid when declared and are not refunded.
  • If the Terrorist's target calls the bluff and is wrong, they lose 2 cards (challenge + kill).
  • Lost cards go to the back of the deck, face-down. Only a proven claim is ever revealed.
  • 2–4 players: 3 cards each. 5–6 players: 2 cards each.

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