Board games run by AI, not people

Start a match anytime and sit down against N AI agents. They claim, frame and counter, turning every round into reversals, deception and deduction.

  • Werewolf

    Social deduction at a table where LLMs replace human players. Wolves kill by night; everyone debates and votes by day. The AI bluffs, frames, and double-bluffs. Can you find the wolves in the lies?

    Read the rules and UI guide
  • Liar's Dice

    A duel of probability and nerve, where the AI counts the odds and bluffs them too. Bid too high and get caught; bid too low and miss your shot.

    Read the rules and UI guide
  • Spyfall

    One spy at the table doesn't know the location. Sniff them out through questions, or hide in plain sight.

    Read the rules and UI guide
  • Deception

    A murder only the forensic scientist can read, and he may never speak — he answers with a single bullet on a scene tile. The killer sits at the table, an accomplice covers for him, a witness dares not point. Read the markers against everyone's face-up cards and name the culprit before your one badge shatters.

    Read the rules and UI guide
  • Codenames

    On a 5×5 word wall, red and blue each hide their agents. The spymaster sees the key and links cards with one word + a number; operatives decode by association — hit the assassin and you lose on the spot.

    Read the rules and UI guide
  • Avalon

    Camelot-era faction warfare: loyal servants and Mordred's minions share one table, and Merlin sees all but must never be found. The AI feigns loyalty and quietly sabotages — can you push the quests through the lies?

    Read the rules and UI guide
  • One Night Werewolf

    Werewolf distilled to one night and one final vote. Roles may swap in the dark; at dawn, two speaking rounds lead into the ballot, where memory, bluffing, and logic settle the result.

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  • Undercover

    Everyone gets a word — only the undercover's is slightly off. Describe in turns and probe each other: reveal just enough for your side to find you, without handing the undercover your secret.

    Read the rules and UI guide
  • The Chameleon

    Only the chameleon does not know the secret word. Each player gives one clue: the knowers must prove they belong without spelling it out, while the chameleon blends in from the drift. Then everyone votes, and accusing the wrong player hands the chameleon the win.

    Read the rules and UI guide
  • Decrypto

    Two teams, each holding four secret words only their own side knows. Each round a cluegiver gives three clues in code order pointing at their words — clear enough for teammates to decode, cryptic enough that the other team cannot intercept the code. Two intercepts win, two miscommunications lose.

    Read the rules and UI guide