HOW TO PLAY · 2–6 PLAYERS
False Hand
Play your cards face down. Tell the table they match. Hope nobody asks to see them.
The deal
Each player gets five cards. Each deal has a table rank: aces, kings or queens. Jokers match any table rank. With up to four players the deck has six of each rank and two jokers; with five or six it has ten of each rank and two jokers.
Play or call liar
Play one to three cards face down, claiming they all match the table rank. The next player can play their own cards or challenge the latest play. You can play cards that don’t match. That’s the bluff. Playing other ranks early can get them out of your hand, but the next player may challenge.
Show the cards
A challenge reveals only the challenged cards. If every card matches the table rank or is a joker, the challenger takes one trigger pull. If any card fails to match, the player who played them takes the pull.
The chamber
Each player starts the match with one bullet hidden among six chambers. The first pull spins the cylinder; each later pull advances to the next chamber. An empty chamber means you survive. A fired bullet means you’re out. Your chamber progress carries across deals.
A fresh hand
After the penalty, survivors get five new cards and a new table rank. The penalty player opens if they survived; otherwise the next survivor opens. The last survivor wins.
When your hand is empty
You stay in the match. Your turn is skipped while another survivor has cards to play. When no other survivor can play, the next player must challenge the last play.
If time runs out
Each turn lasts 60 seconds. Running out of time forces a trigger pull.
Try it at the practice table
Choose How to play beside False Hand on the home screen for an interactive guide. You can also open it from your table.