A Game of Bold Bids & Bigger Bluffs
THE DICE
NEVER LIE.
The players, however, are under no such obligation.
Roll
Shake two dice under your cup and keep the result hidden from the table.
Claim
Announce a roll that beats the last one. Truth is optional. Nerve is not.
Call
The next player can challenge. Lift the cup. Someone takes a strike.
The Spirit of the Game
"MiA! rewards patience, punishes greed, and never forgets a good story. It's the game where the quietest player at the table can walk away with the win, where a ridiculous claim somehow goes unchallenged, and where someone inevitably says “There’s no way that’s true” right before taking their fifth strike."
— House Rules, MiA!
Game Rules
How to Play MiA!
Overview
MiA! is played one player at a time, each roll is a secret, each claim is a gamble, and the only thing the table knows for sure is that someone, eventually, is lying.
How It Works
Be the last player remaining. Collect 5 strikes, and you're eliminated. Play moves one player at a time, sequentially around the table.
- You roll both dice under your cup. Hide the result.
- State the roll to your opponent. Maybe you tell the truth… maybe you don't.
- With the current claim, the next player rolls.
- If your actual roll meets or beats the previous claim, you can state it honestly.
- If your roll does not beat the previous claim, you must bluff.
- Around and around it goes, the numbers climb until someone decides they've heard enough and challenges the player's claim.
The Roll Hierarchy
Every claim has to beat the one before it. The hierarchy runs lowest to highest: non-doubles, then doubles, then MiA!, which beats everything.
Non-doubles — lowest to highest. The order matters. (Always state the higher number first.)
Doubles — any double beats anything above, then lowest to highest.
MiA! — 21 — beats everything!
Declaring MiA!
If you roll 21, you may immediately declare "MiA!" The next player can still roll MiA!, creating a chain until someone is challenged.
Challenging
The next player may challenge the current roll. The cup is lifted to reveal the truth.
- Bluff caught: the bluffer takes a strike, and the challenger rolls.
- Challenge wrong: the challenger takes a strike and passes the cup.
The dice never lie.
The players, however, are under no such obligation.
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