MODULE: TWOTRUTHSANDALIE

Two Truths and a Lie Online: Play with Friends

Play two truths and a lie online, the classic icebreaker game: each player shares three things about themselves, two true and one made up, and everyone else tries to spot the lie. You score for every lie you catch and for every player your own lie fools, so a sharp guesser and a convincing liar both do well.

On Game Night Central it runs in the browser for free. The host opens a room and shares the 4-letter code or the link, and everyone joins on their own phone, tablet or laptop, around one table or over a video call. Each player types their three and marks the lie, then picks the lie on every other player's card. The game keeps the lies hidden until the reveal, counts the votes and keeps score. It is made for 2 to 12 players, and nobody needs an account to join.

Personnel
2-12 Players
Duration
5-15 Min
All Games
2 Truths 1 Lie preview

How to Play 2 Truths 1 Lie

  1. The host opens a room, shares the 4-letter code or the link, and picks 2 Truths 1 Lie. You need at least 2 players.
  2. On your own screen, write three short things about yourself: two true, one made up. Tap Lie next to the made-up one. Nobody else sees which one you marked until the reveal.
  3. Press "Lock them in". Your three are final after that, and while you wait, the game shows who is still writing.
  4. When everyone is in, the host starts the vote. You see every other player's three statements and tap the one you think is the lie on each card. Picks are final, and a counter shows how many votes are in.
  5. When every vote is in, the host reveals the lies. Each card shows which statement was the lie, who spotted it and who was fooled.
  6. Each lie you spotted scores 10 points, and each player your lie fooled gives you 5. The player with the most points that round is named the winner. The points go onto the room's scoreboard, and the host can start a new round.

A Sample Round

Five friends play a round: Nina, Omar, Tess, Ben and Luca. Omar writes "I have been stung by a jellyfish", "I once got locked in a museum" and "I can play the violin", and marks the violin as his lie. In the vote, everyone picks a lie on all four other cards. These are the picks on Omar's card.

  1. NinaThe museum oneGoes for the strange one
  2. TessThe museum oneSame pick
  3. BenThe violinSpots the lie
  4. LucaThe jellyfishA guess

The host reveals the lies. The museum story is true and the violin is the lie, so Ben scores 10 points for spotting it, and Omar scores 5 for each of the three players he fooled, 15 in all. The other four cards are scored the same way, and every point goes onto the room's scoreboard.

Rules of Engagement

  • 01It is made for 2 to 12 players. The host cannot start the vote with fewer than 2.
  • 02Each player writes three statements about themselves, two true and one false, and marks the false one as the lie.
  • 03Statements are final once locked in, and the vote starts only when every player has locked in.
  • 04In the vote you judge every other player: one pick per card, for the statement you think is the lie. You do not vote on your own card, and picks are final.
  • 05Each lie you spot scores 10 points. Each player who picks one of your true statements gives you 5. The player with the most points in a round is named its winner.
  • 06The game has no timer and no target score. The host reveals the lies once every vote is in, and points keep adding up on the room's scoreboard from round to round.

Strategic Intelligence

  • Make the lie ordinary and let one of your truths be the strange one. A surprising true story tends to draw the votes, and every wrong pick is 5 points for you.
  • Write all three the same way: about the same length, the same tone and the same amount of detail. A lie often stands out because it is shorter or vaguer than the truths.
  • Build the lie from something almost true and change one detail, like the place, the year or the number. It is easier to defend if someone asks about it.
  • Spotting pays double: 10 points for each lie you find against 5 for each player you fool. In a 6-player round that is up to 50 points from your picks and up to 25 from your lie, so give every card a proper look.
  • Before you press Lock them in, check that the Lie mark is on your made-up statement. The round is scored by the one you marked.

Tactical Suitability

For new teams, classes, clubs and friend groups who want an icebreaker that gets people talking about themselves, and for old friends who think they already know every story. Everyone writes and votes at the same time, so nobody waits for a turn and nobody gets skipped. It works around one table and just as well over a video call, which makes it an online icebreaker game for a remote team or a new class.

Module FAQ

Technical Protocol Assistance

At least 2 to start, and it is made for up to 12. Everyone writes at the same time and votes at the same time, so a bigger group means more statements to read, not a longer wait for your turn.

No. It runs in the browser on phones, tablets and computers. The host makes a room and shares the 4-letter code or the link, and friends join as guests without signing up.

Yes. Keep your Zoom, Google Meet, Teams or Discord call open and have everyone join the room on their own phone or laptop. The game collects the statements, keeps the lies hidden and counts the votes, and the call is for talking it over.

Each lie you spot is worth 10 points, and each player who picks one of your true statements as the lie gives you 5. At each reveal the game names the player with the most points that round as the winner, ranks everyone by their points for the round and adds those points to the room's scoreboard. There is no target score, so you play as many rounds as you like.

Yes. It is free in the browser for the host and for everyone who joins. There are no packs to buy for this game: every statement is written by the players.

Usually, yes. Everyone writes about themselves at the same time and every card gets judged, so nobody is skipped and nobody has to go first. It is made for up to 12 players, so a bigger group can split across a few rooms, each with its own code. With colleagues, keep it to small, harmless facts, since not everyone wants to share much at work.

No. Once you press Lock them in, your three statements are final, and so is each pick in the vote. Before you lock in, check that the Lie mark is on the made-up one, because the round is scored by the statement you marked.

There is no timer, so it goes at your group's pace. The host starts the vote once everyone has locked in and reveals the lies once every vote is in. Each player reads every other player's three statements, so a bigger group takes longer.