The deal. Every round, each player still at the table gets 5 cards, and the lantern picks the table sign: Sun, Moon or Star.
Your turn. Lay 1 to 3 cards face down, saying they are all the table sign. The Eye counts as any sign. Nobody checks… yet.
Call it. Instead of laying cards, call the last player a liar. Their cards are turned over: if any one of them isn't the table sign (or an Eye), they lied. If they were all true, you were wrong.
The Peppermill. Whoever was caught lying, or called it wrongly, puts their six-barrelled pepperbox to their temple and pulls. One barrel in six is loaded; each pull turns the next one round, and it's never spun again: every click makes the next pull more likely to fire.
A new round is dealt after every pull. Out of cards? You sit the rest of the round out. The last one still holding cards has to call it.
The last one alive wins.
Keys: 1–5 pick cards · Enter lay them · L call liar · hold Space to pull · T chat