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DECEPTIONIST

"NOT ALL EXITS ARE ESCAPE"

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DECEPTIONIST

Rule Book

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Goal

Move your piece from its home color to the opposite location point (the center cell marked with a pin).

If you are RED escape from YELLOW

If you are YELLOW escape from RED

If you are GREEN escape from BLUE

If you are BLUE escape from GREEN

Turns & Movement

  • Roll: Click Roll Dice on your turn.
  • Unlock: Your first six only unlocks your piece onto the board (no wall that turn).
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  • When: Walls can be placed only on a turn where a six is rolled (except the first six).
  • Choice: Placing a wall is optional.
  • Limits: Each color has 3 walls. A wall lasts for 3 of that color's turns.
  • Effect: Only the wall owner can enter its cell; others are blocked.
  • No-Place Zones: Walls cannot be placed on goal cells.

Special Rule

  • Trapped on 4: If trapped between two walls with a one-cell gap and roll 4, you return home.
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  • Ends When: Game ends when you finish or all 3 bots finish first.
  • Ongoing: If a bot finishes before you, game continues until you or all bots finish.

Controls

  • Roll Dice: Start your turn.
  • Move: Click a highlighted target cell.
  • Place Wall: After rolling a six, click Place Wall, then select a cell.
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Now that you know the rules, you're ready to start playing Deceptionist! Use strategy, plan your moves, and block wisely.

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