Push-your-luck on the high seas. The captain rolls the dice, looks at the hazards,
and tells you everything's fine. Jump ship with a treasure, or trust a liar and sail for the big hauls.
π§ Work in progress: this game hasn't been play-tested as much as Plantation
and may be buggy. Play with caution, and bug reports are very welcome
(π button on the home page).
π οΈ Create a lobby
?
πͺ§ Available lobbies
Joining a π lobby asks for its password; π lobbies are open.
πͺ Lobby
Waiting for playersβ¦
The game begins automatically once every slot has a player.
π¬ Table chat
π Liar's Ship Handbook
π― Goal
Collect 50 points of treasure. The farther the ship sails along the 9-island route
(1 β 2 β 4 β 6 β 9 β 12 β 15 β 20 β 25), the richer the treasure, if you live to grab it.
π A leg of the journey
π² The captain rolls the event dice for the next island (2, 3 or 4 dice, the deeper the more).
π§ Each passenger, in turn: stay aboard or jump ship, jumping banks a treasure from the current island, but your journey ends.
π The captain then declares: βSmooth sailingβ (plays one matching card per hazard die) or βWe're going down!β
β΅ Sail β next island. π₯ Crash β everyone still aboard gets nothing: new journey.
The lying part: nobody can see the captain's cards. A captain who CAN cover every die with
equipment must sail, but β΅ Full Sails (wild) cards are always optional, so "we're going down" might
be the truth⦠or a trick to scare you off before a rich island. Talk, bluff, accuse. That's the game.
π΄ Hazards & equipment
π«οΈ Fog β π§ Compass Β· βοΈ Storm β β‘ Lightning Rod Β· π¦ Cursed gulls β π― War Horn Β· π΄ββ οΈ Pirates β π£ Cannon.
β¨ Calm dice need nothing. β΅ Full Sails covers any one die (optional!).
π Dirty tricks
πͺ΅ The Plank: after declarations, force another passenger off (they land on a treasure, the lucky swine).
πΆ Lifeboat: as the ship goes down, slip away with the current island's treasure.
π§ New Heading: the captain re-rolls any dice before the crash.
π¬οΈ Ill Wind: when the captain claims smooth sailing, force a re-roll of every calm die. Playable even from shore.
π Liar's Spyglass: a treasure found on the first four islands. Worth 2 points unused, or burn it to ignore every hazard as the ship goes down.
β Journeys
After a crash, a lone captain landing, or reaching The Liar's Hoard (25), where everyone aboard
draws a treasure, the ship returns to Dinghy Docks, everyone re-boards, draws one card, and the wheel
passes left. Empty islands sink beneath the waves and are skipped. When someone holds 50+ points at
journey's end, the game ends, highest score wins.
π‘ Your cards are secret. During reaction windows the game never says
who it's waiting for; that would give away who's holding the dirty tricks.