Everything you need in one quick scroll: what each cheat does, what happens if you're caught, how Double Dice works, and how to set up a Nearby Play match.
Every cheat costs Cheat Energy (shown as % under your name) and can be caught by an opponent's Accuse โ the riskier the move, the more it usually costs.
Force the dice to show a number you choose, before rolling. Illegal โ and accusable.
Spawn a token straight out of the Yard without needing to roll a 6.
Glide 1โ6 extra spaces past your actual roll โ the further you push it, the pricier it gets.
Move a token backward โ handy to duck into safety or line up an ambush.
Teleport a token within 3 spaces straight into the nearest safe zone.
Secretly glide past a snake tile your honest roll would've landed you on.
The Cheats menu, exactly as it looks in a match.
After any cheat move, every opponent gets a short window to hit Accuse. What happens next depends on whether they're actually right.
Your move is fully undone โ captures reversed, the token sent back to where it started (or the Yard, if it had crossed a snake). Your turn ends immediately, even on a genuine double-six โ no bonus turn. The accuser gets +50% Cheat Energy and an instant bonus turn.
The cheat quietly stands. The energy you spent is gone either way, but your move โ and the rest of your turn โ plays out completely normally.
Accused an honest move by mistake? The accuser skips their own next turn โ so only accuse when you're fairly sure.
In Double Dice mode you roll two dice at once, and you choose how to spend them.
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A secret shortcut hiding somewhere on the board โ different spots every match.
Play with friends on nearby devices โ no internet or account needed. Two quick steps and you're in.
Play with anyone, anywhere over the internet โ no shared WiโFi needed. Sign in with Google first (see the Account card on the home screen), then pick whichever of these three fits.