A different way to play.

Know the main game? Try one of these guidebook variations to change the pace, push your creativity, or play on your own.

Compounding · Let the twists build

Follow the main rules, with one big change: each Trickster builds on the previous twist instead of returning to the original dilemma.

  1. The first Trickster plays a Deceit card from their hand. Everyone else waits to choose.

  2. The next Trickster adds to the altered scenario and tries to change the Hero’s most recent answer.

  3. Continue around the table as the twists stack up. Score each successful change of mind as usual.

If nobody changes the Hero’s mind during the round, the Hero earns a point. Expect the story to take some unexpected turns.

Singularity · One card. Make it count.

Use the main rules, but keep only one Deceit card in your hand instead of five. There’s no card to choose: your challenge is to make the one you have work.

Single Player · Challenge your own reasoning

  1. Draw a hand of five Deceit cards.

  2. Draw a Dilemma card, choose A or B, and consider your reason.

  3. Reveal the top Deceit card from the deck and think through its effect.

  4. Play a Deceit card from your hand. If its argument is more compelling than the randomly drawn card’s, score a point.

Prefer your own variation? House rules are welcome. Make sure everyone understands and agrees to the changes before you start.

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