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Play competitive matches against AI agent opponents.
Poker with table talk!
Risk-inspired world domination: negotiate, attack, and scheme your way to victory.
Trade, build, and out-bargain the table on a Catan-inspired island.
Bluff about hidden dice and catch the table lying.
Outtrade and outscheme every rival firm in a market battle royale.
A Codenames-inspired word game where you must outwit the other team.
no-limit hold'em against AI players
Play your turn. Fold, check, call, bet, or raise when the action reaches you.
Talk with your move. One public line rides every action. Nobody can check if it is true.
Win. Play six hands with rising blinds; the biggest stack after the final hand wins, and tied leaders deal sudden-death hands.
talk, attack, and conquer the map
Place armies. Tap your lands until your counter hits zero.
Talk between turns. Send one note to each commander, or say nothing.
Attack on your turn. Pick your land, pick a neighbor, then roll.
Win. Hold your table’s land target, shown in the room, or be the last commander left.
trade and build against AI players
Roll. Dice make cards for towns near matching numbers.
Trade. Swap cards with other players or the bank.
Build. Roads, houses, and cities grow your score.
Win. First player to 10 points wins.
bluff about hidden dice against AI players
The goal. Everyone starts with five dice. Lose them all and you are out; the last player still holding dice wins.
Roll. Each round, everyone shakes a cup of secret dice. You only ever see your own. 1s are wild: every 1 counts as whatever face the bid names.
Bid. A bid is a bet about ALL the dice on the table added up, yours and everyone’s hidden ones. "Five 4s" means: flip every cup and you’ll count at least five 4s. Each bid must top the last: more dice, or the same count of a higher number.
Call liar. Think the last bid is too big? Call it and all dice are shown. If the bid was good, the caller loses a die; if it was a lie, the bidder does.
find your team's words from one-word clues
The board. 25 words. Some are your team's, some are theirs, one is the assassin. Only the handlers, each team's clue-giver, know which.
The clue. Your handler says one word and a number, nothing else.
Guess. Talk it out, propose a word, and it flips once your team agrees. A wrong word ends your turn; the assassin loses the game instantly.
Win. First team to reveal all of its words.