Click on any game to dive into detailed rules, strategies, and how to master the fun!
π« GunGame
Strategic turn-based shooter. Outwit and outlast your opponents with clever plays and a bit of luck!
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π Spy Words
A game of covert clues and deceptive deduction. Guide your team to find your agents before the rivals do!
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π₯ GunGame Carnage
Strategic turn-based shooter, with more actions, more chaos, more fun!
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π² Liar's Dice
A high-stakes game of deception, bluffing, and nerve! Can you spot the lie or make the perfect bluff?
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π€₯ Who's Lying?
Social deduction! Liars get a different question. Spot the deception through clever answers.
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π§ Mismatch
A game of uniqueness! Pick a number, avoid matching others to survive the round.
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π΅οΈ Who's The Spy?
Identify the Spy! Innocents describe a secret word, Spy bluffs based on category and tries to guess.
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π Snake & Ladders
Classic board game with a dicey twist. Race to square 100 using special dice and navigating hazards.
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πͺ Staircase
Climb strategically, avoid the highest and lowest steps to survive each elimination round!
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To ensure fair play and smooth operation within your server, please note the following:
Starting & Resetting Games: Only users with the Manage Messages permission in a channel, or users with any Spikey Premium tier, can start new multiplayer games or use the /reset command to forcefully end an ongoing game.
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These measures help maintain game integrity and provide a better experience for all players. We appreciate your understanding!
π« GunGame - Full Details
Gameplay Concept
GunGame is a fast-paced, turn-based shooter where strategy, quick thinking, and a dash of luck determine the victor. Each round, players choose one core action: to Shoot an opponent, to Protecc themselves, or (if enabled) to risk using a Potion with an unpredictable outcome. The ultimate goal is to be the last player standing as the battlefield clears.
Core Actions
Shoot: Target an opponent and take a shot! By default, there's a 60% chance of successfully hitting and dealing 1 damage.
Protecc: Brace for incoming fire! This defensive stance gives you an 87% chance to completely block an incoming shot from another player in the current round. Crucial Timing: Protecc is most reliable if your turn comes before the player(s) who might shoot you. If you Protecc after being shot, it won't retroactively save you for that hit.
Use PotionPremium: If enabled by a Premium game host, you can opt to drink a mysterious potion. The effects are random and can dramatically alter your fate or the game's state.
Potion EffectsPremium
When the potion action is used, one of the following effects will randomly occur (default probabilities shown, configurable by Game Masters):
Healing Potion (Default 30%): A welcome relief! Restores 1 HP.
Harming Potion (Default 30%): A self-inflicted wound! Ouch! You lose 1 HP.
Lethal Potion (Default 10%): The ultimate gamble! Instantly eliminates you from the game, regardless of your current HP.
Invisibility Potion (Default 10%): You vanish! For the remainder of the current round, *after your turn concludes*, you cannot be targeted by the 'Shoot' action. However, players whose turns were *before* yours in the round could still have shot you.
Winning the Game
The battle concludes when only one player remains alive β they are the undisputed GunGame champion! If a scenario results in all remaining players being eliminated simultaneously (e.g., two players left, one uses a Lethal Potion, the other dies to a Harming Potion), the game ends with no winner.
Game Requirements
A minimum of 2 players are needed to start a GunGame match.
Sets the starting Health Points for all players. (Default: 3).
max_players: [2-22]
Determines the maximum number of participants (players + bots). (Default: 7). Host's premium tier influences this limit: T1 up to 10, T2 up to 15, T3+ up to 22 (max).
random_turn: [True/False]
If set to True (default), the turn order of players is shuffled at the start of each new round. If False, the initial turn order (shuffled once after joining) persists throughout the game.
protecc: [True/False]
Enables (True, default) or disables (False) the Protecc action for all players in the game.
potions: [True/False]Premium
Enables (True) or disables (False, default) the Potion action. The game host must have a Premium subscription to enable this option.
num_bots: [0-20]T2+
Specifies the maximum number of AI-controlled Bots to add to the game. Bots will fill empty slots up to the max_players limit, after human players have joined. Bot behavior is randomized. Requires host to have Premium Tier 2 or higher.
classic_ui: [True/False]T3+
If True, the game uses an older UI style where each player's action is displayed in a separate embed with images. This mode activates only after the player count drops to 10 players or below (when enabled). The standard (False, default) UI consolidates multiple actions into fewer embeds, better for larger games. Requires host to have Premium Tier 3 or higher to manually set.
config_shoot_prob: [20-100]GM Only
Allows a Game Master to override the base success percentage for the Shoot action. (Default: 60%).
config_protecc_prob: [20-100]GM Only
Allows a Game Master to override the base success percentage for the Protecc action. (Default: 87%).
config_potion_probabilities: [list of 5 percentages]GM Only
Allows a Game Master to define custom probabilities for each of the five potion types, in order: Healing, Harming, Mundane, Lethal, Invisibility. Provide 5 numbers (as percentages, e.g., 25 not 0.25) separated by spaces or commas. The sum of these 5 values MUST equal 100. (Default: 30 30 20 10 10).
π₯ GunGame Carnage - Full Details
Gameplay Concept
Welcome to the Carnage! GunGame has been rebuilt from the ground up to be a more chaotic, strategic, and unpredictable turn-based battleground. The core remains the same: be the last player standing. However, the introduction of powerful new actions and world-altering Anomalies means no two games will ever be the same. You'll need to adapt your strategy on the fly to survive the mayhem.
Core Actions
Shoot: Target an opponent and open fire! This is your reliable, go-to attack. By default, it has a 75% chance to hit and deal 1 damage.
Protecc: A crucial defensive move. It gives you an 87% chance to block all incoming shots for the round. Remember, it only activates on your turn, so you are still vulnerable to players who act before you.
Chaotic Actions (Free Tier)
Grenade π₯: Pull the pin and hope for the best! A grenade has one of three random outcomes:
Success (55%): The grenade explodes, hitting 2-3 random players (including potentially yourself!) for 1 damage each.
Dud (25%): The grenade fizzles out with a disappointing puff of smoke. Nothing happens.
Misfire (20%): It explodes in your hand! You take 2 damage.
Chain Shot βοΈ: A special shot with a 55% chance to hit its primary target. If it hits, it ricochets and hits the next player in the turn order for 1 damage.
Advanced Actions (Tiered)
Use PotionT1+: The classic gamble, available if the host has Tier 1 or higher. Drink a random potion with one of five effects: Heal, Harm, Mundane, Lethal, or Invisibility.
Overcharge β‘T1+: Spend your turn charging your weapon, locking onto a target. You are completely vulnerable for the round. On your next turn, you will automatically fire a guaranteed-hit shot that deals 2 damage. Taking any damage while charging will disrupt the shot.
Phase Shift π»T1+: A desperate defensive move. You have a 50% chance to become a "ghost," making you invisible and immune to all incoming attacks for the round. However, if it fails, you take 1 damage.
Counter-Stance πT1+: A predictive counter-attack. It does nothing against players who act before you. However, if a player who acts *after* you in the turn order hits you with a shot, you will take the damage but automatically fire back a guaranteed 1-damage counter-shot. Its the ultimate 'No You' move.
Sabotage π£T2+: A psychological trap. You have a 65% chance to secretly plant a bomb on a target. If the target uses any `Shoot` action on their turn, it will backfire, canceling their shot and dealing 2 damage to them. If you fail (35% chance), you are "Caught" and immediately lose 1 HP.
Borrowed Time β³T2+: A desperation move available only at 1 HP. You become completely immune to all forms of damage for the entire round. However, you are living on borrowed time; at the start of the next round, you will be eliminated.
Ultimate Actions
Stun Shot β‘T3+: The ultimate strategic shutdown, available to Tier 3+ hosts.
Mechanic: Choose a Target to Stun. That target's chosen action for the current round is guaranteed to fail. Their shot will fizzle, their shield won't deploy, or their Nuke will fail to arm for the turn. This doesnt affect overcharge shot ready to be unleashed.
High-Cost, High-Reward: This is a powerful, self-sacrificial move designed to counter a major threat. The user of this move will take 1 HP damage due to electric discharge. If multiple players stun the same target, only the first one in the turn order succeeds; the others will fail.
Kinetic Siphon πT4: A true ultimate ability, available to Tier 4 hosts.
Mechanic: This is a two-turn action that can only be activated when 4 or more players are alive.
Turn 1 (Absorb): You become completely immune to all damage for the round. Every point of direct damage you would have taken is converted into a "charge."
Turn 2 (Unleash): At the start of your next turn, you automatically fire a number of 1-damage, unblockable kinetic blasts equal to the charges you absorbed. The blasts are fired at random targets.
Failure: If you absorb 0 charges, the Siphon backfires, dealing 1 damage to you.
Nuke β’οΈT4: The ultimate endgame weapon. A host with Tier 4 can enable this action.
Arming: This is a 4-turn commitment. On Turn 1, you begin ("1/4"). For the next three turns, your action is locked to "Continue Arming" ("2/4", "3/4", "4/4"). On Turn 4, the Nuke detonates at the end of the round.
Balance Rules: The Nuke can only be armed if there are at least 5 players alive. If the player count drops below 5 at any point during the arming sequence, a failsafe will trigger and disarm the Nuke.
Detonation: The Nuke eliminates ALL players, including the user. The only way to survive is to go invisible, either via Invisibility Potion or a successful Phase Shift.
Fallout: If players survive the Nuke, the battlefield becomes irradiated. All survivors will take 1 point of radiation damage at the end of every following round.
β‘ Anomalies: World-Altering Events β‘
Anomalies are the heart of the Apocalypse, introducing random modifiers at the start of a round that can completely change the strategic landscape. The host can enable or disable this system entirely, or use the lobby's Configure Anomalies button to hand-pick a specific pool of events for the game, creating a custom experience every time.
Free Tier Anomalies
πͺοΈ Sandstorm: Visibility drops! Reduces the accuracy of all shooting actions for the round.
π Gravitational Shift: Reality warps! The turn order for the round is completely reversed.
β’οΈ Radiation Leak: The air is toxic! Unprotected players have a 25% chance to take 1 point of damage at the end of the round.
Tier 1+ AnomaliesT1+
π‘ Signal Jam: All systems are scrambled! Targets for Shots and Potions are completely randomized among all living players.
π Amnesia: A wave of confusion! The turn-by-turn action log is hidden. At the end of the round, the log simply states that the details were "lost," forcing you to deduce what happened from the new HP totals.
Tier 3+ AnomaliesT3+
π Blood Moon: A thirst for battle! All successful shots become Vampiric for the round, healing the attacker.
βοΈ Quantum Instability: A bizarre reality shift! Two random players will have their current HP values swapped at the start of the round.
π¦Ύ Arms Race: A brief moment of perfection! All standard Shots have 100% accuracy, and Protecc has a 100% success rate for the round.
β οΈ Decay: The environment turns hostile! Any player who does not successfully deal damage during the round will lose 1 HP at the end.
π― Bounty Hunt: One player is marked! A bounty is placed on a random player, who is announced at the start of the round. Hitting them heals the attacker, but the Bounty gains an innate chance to dodge incoming shots.
π₯ Reactive Armor: A random player is secretly marked. Any player who hits them with a direct-targeting shot immediately takes 2 damage in explosive retaliation.
π Sacrificial Lamb: The battlefield demands a shocking trade! The player with the highest HP is immediately eliminated. In their place, two random, previously eliminated players are resurrected with 1 HP. (Requires at least 2 players to be eliminated for it to trigger).
π Healing Wave: A moment of relief. Three random living players are instantly healed for 1 HP.
π Resurrection: A miracle! One randomly selected eliminated player is returned to the fight with 1 HP.
π Fatal Bond: Two random players are linked by a curse, announced at the start of the round. If one of them is eliminated, the other will be eliminated at the end of the round as a consequence, regardless of their status. This curse even transcends a Nuke Survivor.
π Winning the Game π
The battle concludes when only one player remains. In GunGame Carnage, we celebrate the top performers with a Podium Finish, ensuring that even in defeat, your performance is recognized.
Winner (1st Place): The last player standing, the undisputed champion of the Apocalypse.
Runner-Up (2nd Place): The second-to-last player eliminated.
Runner-Up (3rd Place): The third-to-last player eliminated.
No Winner Scenario: If all remaining players are eliminated simultaneously, no winner is declared. However, the game will still recognize the "Last Player Standing" (the final player to be eliminated) on the podium.
Game Requirements
A minimum of 2 human players are required to start a match. Bots can then be added to increase the total player count, helping to meet the 5-player minimum required to arm the Nuke.
Command Options & Configuration
/gungame [core_options] [action_toggles]
hp: [1-10]
Sets the starting Health Points for all players. (Default: 3). Must be less than the total number of players if the Nuke is enabled.
max_players: [2-25]
Determines the maximum number of participants for the lobby. This limit is dictated by the host's premium tier: Free 10, T1 14, T2 18, T3+ 25.
random_turn: [True/False]
If True (default), the turn order is reshuffled every round. If False, the initial turn order persists (though eliminated players are removed).
num_bots: [0-12+]
Adds AI-controlled Bots to fill any empty slots after humans have joined. Requires the host to have Tier 1 or higher. The maximum number of bots allowed increases with higher tiers.
anomalies: [True/False]
The master switch for the Anomaly system. If True (default), the host gains access to the Configure Anomalies button in the lobby. This allows for hand-picking specific events or disabling them entirely. Tier 4 hosts can also use this menu to set the anomaly occurrence rate (Default: 33%).
Action Toggles (Premium)
These boolean options (True/False) in the slash command allow the host to enable or disable specific advanced actions for the game, provided they have the required premium tier.
In the clandestine world of international espionage, two rival intelligence agencies are in a race against time. A network of their top field agents has been embedded in a neutral city, their identities hidden behind seemingly ordinary "spy words".
You are part of an elite team, either as a sharp-witted Detective on the ground or as the agency's strategic Commander observing from headquarters. Your Commander is the only one who knows the true identities of all 25 individuals on the grid: friendly Agents, enemy agents, innocent Bystanders, and a deadly double-agentβthe Traitor.
Your mission: Make contact with all of your agency's agents before your rivals do. One wrong move could expose a civilian, aid the enemy, or worse... lead you directly into the Traitor's trap.
How to Play
The first team to correctly identify all of their agents on the board wins. The game requires a minimum of 2 players per team (1 Commander, 1 Detective).
Commanders (1 per team): The leaders who know the secret grid. Their job is to give one-word clues to guide their team. A good Commander is clever, concise, and avoids words that could mislead their team to enemy agents or the Traitor.
Detectives (1+ per team): The operatives on the ground. They see only the 25 spy words. They must listen to their Commander's clue, discuss the possibilities with their teammates, and deduce which spy words belong to their agency.
The Game Flow
The Setup: The game begins with a 5x5 grid of 25 spy word cards. Each team's Commander receives a secret "key" that shows the true identity of each card (Red Agent, Blue Agent, Bystander, or Traitor). One team (who goes first) will have 9 agents to find, the other will have 8.
The Clue: The Commander of the starting team gives a clue consisting of a single word and a number. For example, if the Commander sees the words EAGLE, ROBIN, and FALCON are their team's agents, they might give the clue: BIRD 3.
The Guess: The Detectives on that team now discuss the clue. They are allowed to make up to N+1 guesses, where N is the number given by their Commander (e.g., for `BIRD 3`, they get up to 4 guesses). They can stop guessing at any time by passing their turn.
The Reveal: When a Detective chooses a card, its identity is revealed:
Friendly Agent (Correct!): The card's color is revealed. The team can make another guess (if they have any left).
Bystander (Neutral): The card is revealed as a bystander. The team's turn ends immediately.
Enemy Agent (Mistake!): The card is revealed as the opponent's color. This helps the other team! The turn ends immediately.
The Traitor (Game Over!): The card is revealed as the Traitor. The team that chose it loses the game instantly.
Winning the Game: The first team to have all of their agent cards revealed wins the round and receives bonus rewards!
Command Options & Configuration
π This is an exclusive game. Access requires any Premium Tier or by voting for the bot on Top.gg (unlocks for 12 hours).
Sets the maximum number of players that can join a single team (e.g., a value of 4 allows for 8 total players). This is a key premium perk for hosting larger games.
Limits: Standard Users: 3 per team.
T1: 4 per team.
T2: 5 per team.
T3: 6 per team.
T4/GM: 7 per team.
(Default: 3)
use_extended_words: [True/False]T3+
Enables a much larger and more challenging word list. The default list has 426 words, while the extended list adds 1132 additional, more complex words. Perfect for experienced players seeking a new challenge.
(Requires Tier 3 Premium or higher to enable. Default: False)
clue_time: [15-180 seconds]
Sets the amount of time a Commander has to think of and submit their clue before their turn is automatically forfeited.
(Default: 60 seconds)
guess_time: [30-300 seconds]
Sets the total amount of time a team of Detectives has to discuss and make all their guesses for a given clue. If they don't finish or pass in time, their turn automatically ends.
(Default: 120 seconds)
π² Liar's Dice: A Game of Deception and Nerve
The Legend
Welcome to the Liar's Dice table! This is a high-stakes game of bluffing, psychological warfare, and calculated risks. It's not just about what dice you have, but what you can convince your opponents you possess.
The legend of Liar's Dice is as old as the rickety taverns where pirates and rogues once gambled away their fortunes. In smoke-filled back rooms, with the clatter of dice as the only music, players would bet more than just goldβthey'd bet their luck, their reputation, and their nerve. Each heart β€οΈ represents your very lifeblood in the game. When a bid is challenged, someone's lie is exposed, and they pay the price, feeling a piece of their confidence slip away. The last one with a heart beating is crowned the ultimate bluffer, the master of deception.
How to Play: The Basics
The game is played in rounds, with the ultimate goal of being the last player remaining with at least one heart β€οΈ.
Starting Up: Use the /liars_dice command to create a game lobby. Other players join, and the host initiates the game.
The Secret Roll: At the beginning of each round, every player is secretly dealt five standard six-sided dice. You can always view your own dice by clicking the "Show My Dice" button on the game interface.
Making a Bid: The game begins with the first player making a bid. A bid consists of two parts:
Quantity: The number of dice (e.g., "Three").
Face Value: The specific die face (e.g., "Fours").
Example Bid: "Three 4s" means the player is claiming there are at least three dice showing the face value '4' across ALL players' hidden hands combined.
The Wild Ace! (Crucial Rule): Aces (1s π²) are wild! They count as any other face value when determining if a bid is true.
If the current bid is "Three 4s", you would count all the actual 4s on the table PLUS all the 1s (Aces).
Exception: If the bid itself is on 1s (e.g., "Two 1s"), then only actual 1s count. In this specific case, Aces are NOT wild and only represent themselves.
Your Turn Options: When it's your turn, you have two choices:
Bid Higher: You must make a bid that surpasses the previous one. You can achieve this by:
Increasing the quantity of dice (e.g., if the bid is "Three 5s", you could bid "Four 5s" "Six 5s", etc.).
Keeping the same quantity but increasing the face value (e.g., if the bid is "Three 5s", you could bid "Three 6s". You cannot bid "Three 4s").
Call "Liar!": If you believe the current (previous player's) bid is too high and likely impossible given the total number of dice in play, you challenge them by clicking the "Call Liar!" button. This initiates The Showdown.
The Showdown: When "Liar!" is called, the round ends:
All players' dice are revealed publicly.
The bot counts the relevant dice (including wilds, unless the bid was on 1s) to verify the challenged bid.
If the bid was TRUE (the actual count of the specified face value, including wilds, was equal to or greater than the quantity bid): The player who called "Liar!" was wrong and loses one heart β€οΈ.
If the bid was a LIE (the actual count was less than the quantity bid): The player who made that bid was bluffing (or miscalculated) and loses one heart β€οΈ.
Elimination: If a player loses all their hearts, they are eliminated from the game.
Winning the Game: The game continues with new rounds. The player who lost a heart in the previous showdown typically starts the bidding in the next round (or the next player in turn order if the starter was eliminated). The last player with at least one heart β€οΈ remaining is declared the winner!
Sets the maximum number of players for the game lobby. (Default: 4).
π Premium Host Requirements for Larger Lobbies:
Standard (No Premium): Up to 4 players
Tier 1: Up to 5 players
Tier 2: Up to 6 players
Tier 3: Up to 7 players
Tier 4/GM: Up to 8 players
turn_time: [30-120 seconds]
Sets the time limit in seconds for each player to make their bid or call "Liar!". If a player times out, they may face a penalty (e.g., losing a heart or having a default action taken). (Default: 60 seconds).
starting_hearts: [1-3 hearts]
Sets how many hearts β€οΈ each player begins the game with. More hearts generally lead to a longer, more forgiving game. (Default: 2 hearts).
Gameplay Loop: A Typical Round Example
Let's say Player A, B, and C are in a game.
New Round: The game board updates, showing previous action results. All players get a new set of 5 secret dice.
Opening Bid: It's Player A's turn. They check their dice (e.g., they have two 5s and a 1). They decide to bid: "Two 5s". The game interface updates to show this current bid.
Raising the Bid: Player B's turn. They see Player A's bid of "Two 5s". Player B might have one 5 and two 1s. They feel confident and click the "Bid" button, choosing to increase the quantity, bidding "Three 5s". The board updates.
The Challenge: Turn passes to Player C. Player C might only have one 1 and no 5s. They suspect "Three 5s" across all 15 dice on the table is a bluff. Player C clicks the "Call Liar!" button.
The Reveal: The game pauses any further bidding. The board announces the showdown! It dramatically reveals each player's dice hand, one by one, building suspense.
Player A: 5, 5, 1, 2, 3
Player B: 5, 1, 1, 6, 4
Player C: 1, 2, 2, 3, 6
The Verdict: The bot counts all the 5s and all the wild 1s (since the bid was on 5s).
Actual 5s: Player A (2), Player B (1) = 3
Actual 1s (wilds for 5s): Player A (1), Player B (2), Player C (1) = 4
Total count towards "Three 5s" bid = 3 (actual 5s) + 4 (wild 1s) = 7 dice.
Since 7 is greater than or equal to Player B's bid of "Three 5s", Player B's bid was TRUE.
The Consequence: The board updates. Player C (who called "Liar!") was wrong and loses a heart β€οΈ. If this was their last heart, the board announces their elimination.
Next Round Begins: The game moves to the next round. Player C (the loser of the challenge) would typically start the bidding for this new round.
π§ Mismatch - Full Details
The Unique Challenge
Mismatch is a high-stakes game of social deduction and number theory. Your goal is simple but deceptive: pick a number that no one else picks. It's a thrilling test of your ability to predict and outmaneuver your opponents, where conformity leads to elimination.
How to Play
At the start of each round, if there are 'N' participants (players and any bots) remaining, each is privately prompted by the bot (via a modal) to secretly choose an integer from 1 up to (N-1). After all selections are submitted or the time expires:
Any participant whose chosen number matches the choice of at least one other participant is eliminated from the game.
Since there are N participants choosing from N-1 options, virtually eliminations are gauranteed each round.
Critical Rule: Respond or Perish!
You (and bots) must respond to the bot's private modal prompt each round with a valid number within the given range and within the allotted round_time. Failure to submit a response, or submitting an invalid input, will result in immediate elimination.
Victory and Defeat
Sole Survivor: If you are the last human player remaining (or the last participant overall if bots are involved and win), you win!
A Tense Draw: If only two human players remain, the game concludes in a draw.
Total Annihilation: If all human players (and bots) are eliminated, nobody wins.
Game Requirements
A minimum of 3 human players are required to initiate a Mismatch game.
Sets the maximum total number of participants (players + bots). (Default: 10). This limit is influenced by the host's premium tier: T1 up to 15, T2 up to 25, T3 up to 50, T4/GM up to 99.
bot_count: [0-30]T2+
Specifies the number of AI-controlled Bots to add to the game. Bots will fill empty slots up to the max_players limit, after human players have joined during the join_time. Bots select numbers randomly. Requires host to have Premium Tier 2 or higher. Max bots allowed depends on tier: T2 up to 10 bots, T3 up to 20 bots, T4/GM up to 30 bots. The total number of bots cannot cause the game to exceed the max_players limit.
join_time: [20-60]GM Only
Allows a Game Master to customize the duration (in seconds) for players to join the game lobby. (Default: 60s).
round_time: [15-45]GM Only
Allows a Game Master to customize the duration (in seconds) for each round's choice/input phase. (Default: 45s).
πͺ Staircase - Full Details
The Precarious Climb
Staircase is a game of calculated risks and positional strategy. Players ascend (and optionally descend) a virtual staircase, but lingering at the very top or very bottom relative to other players spells doom. Itβs all about finding safety in the middle ground, away from the extremes.
Gameplay Mechanics
All participants (players and bots) begin at step 0. In each round, every participant simultaneously and secretly chooses how many steps they wish to move. This choice is made via a private bot modal and must be within the game's configured min_climb and max_climb range. If the climb_down option is enabled, players can also choose negative values to descend. However, no player can ever go below step 0.
The Elimination Zone
After all participants have moved, the elimination phase occurs:
The participant(s) currently occupying the highest step on the staircase (relative to all other participants) are eliminated.
Simultaneously, the participant(s) currently occupying the lowest step (relative to all other participants) are also eliminated.
If all the patrticipants gather on the same step, it becomes overcrowded and everyone is eliminated.
If multiple participants share an extreme (highest or lowest) position, all participants on that step are removed from the game.
Crucial Input
You must respond to the bot's private modal each round with a valid number of steps within the allowed climb/descend range and within the round_time. Failure to do so, or providing an invalid input, results in immediate elimination.
Achieving Victory
The Lone Climber: If you are the last human player remaining, you win!
Shared Summit (Draw): If only two human players remain, the game ends in a draw.
Empty Stairs (No Winner): If all human players (and bots) are eliminated, no one claims victory.
Game Requirements
A minimum of 3 human players are needed to begin a game of Staircase.
Sets the maximum total number of participants (players + bots). (Default: 10). Host's premium tier influences this limit: T1 up to 15, T2 up to 25, T3 up to 50, T4/GM up to 99.
bot_count: [0-30]T2+
Number of AI-controlled Bots to add. Bots fill empty slots up to playerlimit after human players join. Requires host Premium Tier 2+. Max bots by tier: T2 up to 10, T3 up to 20, T4/GM up to 30. Total bots cannot exceed playerlimit.
min_climb: [1-50]
The minimum number of steps a player *must* choose to climb (if positive) or descend (if negative and climb_down is true) each round. (Default: 3). Cannot be greater than max_climb.
max_climb: [1-50]
The maximum number of steps a player *can* choose to climb each round. (Default: 12). This value must be at least 5 steps greater than min_climb. For example, if min_climb is 3, max_climb must be at least 8.
climb_down: [True/False]T3+
If True, allows players to choose negative step values, effectively climbing down. The range of movement becomes -min_climb to max_climb. (Default: False). Requires host to have Premium Tier 3 or higher.
join_time: [20-120]GM Only
Allows a Game Master to customize the lobby join duration in seconds. (Default: 60s).
round_time: [15-90]GM Only
Allows a Game Master to customize the duration (in seconds) for players to make their climbing choices each round. (Default: 45s).
π Snake & Ladders - Full Details
The Classic Reimagined
Embark on a nostalgic race to the top in Spikey's version of Snake & Ladders! The goal is simple: be among the first to reach square 100 on the game board, navigating treacherous snakes and helpful ladders along the way.
Navigating the Board
Players take turns rolling dice to advance their tokens. Landing precisely on the base of a ladder catapults you to its top, speeding your journey. Conversely, landing on a snake's head sends you sliding unceremoniously down to its tail, hindering your progress.
Spikey's Dice Twist
Each turn, you have a strategic choice between two distinct dice:
Red Dice: A standard, fair 6-sided die, rolling 1 through 6 with equal probability. Your reliable, predictable option.
Blue Dice: A special, biased 6-sided die. It has a double (2x) chance of rolling the lower numbers (1, 2, or 3) compared to the higher numbers (4, 5, or 6). This die is ideal for when you need a precise short move to land on a ladder or avoid a snake, but be mindful of its tendency to roll low when you need a big jump!
Claiming Victory
The first player(s) to have their token land on or move past square 100 are declared winners. The game host can configure the number of possible winners at the start of the game.
Helpful Features
Auto-Roll (AFK Protection): If a player misses their turn within the turn_duration, Spikey will automatically roll the Red Dice for them for a set number of turns (defined by autorolls). If all auto-rolls are consumed, the player is eliminated from the game on their next missed turn. Setting autorolls to 0 means instant elimination on a missed turn.
Visual Updates Premium: When enabled by a Premium host, the game board image in Discord dynamically updates after each move, showing current token positions. This provides an enhanced visual experience, but note that it may consume more internet bandwidth, potentially causing the game to proceed slower and might cause lag on lower-end devices or slower connections.
Bot AutoPlay: If only bots remain and all human players are eliminated, the game will speed up and automatically calculate the final result.
Starting a Game
A minimum of 2 players are required to start a Snake & Ladders game.
Command Options & Configuration
π This is an exclusive game. Access requires any Premium Tier or by voting for the bot on Top.gg (unlocks for 12 hours).
The number of players who can achieve victory. (Default: 1). Tier-dependent limits: Regular users up to 3 winners. T1, T2, T3 hosts up to 5 winners. T4/GM hosts up to 9 winners.
visual_update: [True/False]Premium
Enables (True) or disables (False, default) dynamic board image updates with token positions. Requires a Premium host to enable.
max_players: [2-10]
Sets the maximum number of participants (players + bots). (Default: 4). Host's premium tier influences this: T1 up to 6, T2 up to 8, T3 & T4/GM up to 10.
autorolls: [0-10]
Number of turns a player can be AFK and have the bot auto-roll for them before potential elimination. Setting to 0 means instant elimination on a missed turn. (Default: 3).
bot_count: [0-8]T2+
Specifies the number of AI-controlled Bots to add. Bots fill empty slots up to max_players. Requires host Premium Tier 2+. Max bots by tier: T2 up to 3, T3 up to 5, T4/GM up to 8.
turn_duration: [15-60]
The time (in seconds) allotted for each player to take their turn (choose a die and roll). (Default: 30s).
join_duration: [30-300]
The duration (in seconds) for players to join the game lobby after the game is initiated. (Default: 120s).
π€₯ Who's Lying? - Full Details
The Art of Deception
"Who's Lying?" is a captivating social deduction game where Truth-tellers must unmask the Liar(s) hidden among them. The core mechanic revolves around a clever twist: Liars receive a secret question that is different from, yet often thematically related to, the question given to the Truth-tellers. Players answer secretly, and then, with all answers revealed alongside only the Truth-tellers' question, the deduction begins!
Objectives
Truth-tellers: Your mission is to analyze the answers, identify inconsistencies, and collaboratively vote out every Liar.
Liars: Your goal is to deceive the Truth-tellers with a plausible answer that fits the *suspected* context of the Truth-teller question (which you don't initially see). Survive the votes until your numbers are equal to or greater than the Truth-tellers, or until very few players remain.
Player Roles Explained
Truth-teller: The majority role. You receive a common secret question and should aim to answer it in a way that is truthful or believable within its context, while scrutinizing others.
Liar: One or more players (currently limited to 1 during beta testing phase). You get a different secret question. Your challenge is to craft an answer that doesn't raise suspicion when compared against the (later revealed) Truth-teller question.
Game Requirements
A minimum of 3 players are required to start.
Command Options & Configuration
π This is an exclusive game. Access requires any Premium Tier or by voting for the bot on Top.gg (unlocks for 12 hours).
Maximum number of players allowed in the game. (Default: 4). This limit is affected by the host's premium tier: T1 up to 6, T2 up to 8, T3 up to 10, T4/GM up to 12.
discussion_time: [30-600]
Sets the duration (in seconds) for the open discussion phase after answers and the Truth-teller question are revealed. (Default: 120s).
voting_time: [10-180]
Sets the duration (in seconds) for players to cast their votes to eliminate a suspected Liar. (Default: 30s).
liars: [1]Premium (Future)
Number of Liars in the game. (Optional). Currently, during the beta testing phase, this is restricted to 1 Liar per game, regardless of host's premium status. Future updates may allow hosts with Premium to configure more Liars.
join_time: [15-300]
Sets the duration (in seconds) for players to join the game lobby after it's initiated. (Default: 30s).
Typical Game Flow: A Round of Deception
Game Start & Player Join:
The host initiates with /whoslying (configuring options like timers, max players). An invite embed appears; players click "Join Game!" within the join_time. The host can start early if minimum players (3) are met.
Secret Roles & Questions Assigned:
Once started, roles (Truth-teller/Liar) are secretly assigned. The bot selects two related questions: one for Truth-tellers, one for Liars. Players are prompted to click "π€« Reveal My Question."
Private Answering Phase:
Clicking the reveal button shows each player their unique question privately (ephemeral message). They then click "βοΈ Answer Now" to open a private modal and submit their answer (text/number, char limits apply) within a fixed time (usually 60s).
Answers Displayed & Initial Eliminations:
After the answer timer, all submitted answers are publicly shown with player names. Players who didn't answer are automatically eliminated. A quick win check occurs.
The Key Reveal: Truth-teller's Question:
If the game continues, Spikey publicly reveals only the question given to the Truth-tellers. Liars must now ensure their pre-submitted answer aligns plausibly.
Discussion & Accusation Phase:
A timed (discussion_time) open discussion begins. Players analyze answers against the known Truth-teller question, looking for inconsistencies or suspicious replies to identify Liars.
Secret Voting Phase:
Following discussion, players privately vote (voting_time) via a bot interface (e.g., dropdown) to eliminate one player they suspect is a Liar. Self-voting is not allowed.
Vote Tally & Elimination Reveal:
Votes are publicly tallied. The player with the most votes is eliminated, and their true role (Truth-teller or Liar) is revealed. In case the votes are tied, a second discussion and voting phase begins. If a tie occurs in the second phase too, then a player among the tied votes is randomly eliminated.
Win Condition Check & Progression:
Spikey checks if win conditions are met:
Truth-tellers Win: All Liars are eliminated.
Liars Win: Truth-tellers failed to vote out all the liars.
π΅οΈ Who's The Spy? - Full Details
Uncover the Impostor!
"Who's The Spy?" is an engaging social deduction game where Innocent players must identify a hidden Spy among them by analyzing clues. The Spy, unaware of the secret word (knowing only its category), tries to blend in, avoid detection, and seize opportunities to guess the word for an instant victory. This game has two versions, each presenting unique challenges. In "whos_the_spy," the game is more difficult for the spy. They only know the category, without any information about the secret word's length or the descriptions submitted by other players. The spy must rely solely on the category to bluff their way through. In contrast, "whos_the_spy_v2" gives the spy an advantage. They know the length of the secret word and can see the descriptions submitted by the innocents in real-time, making it slightly easier for the spy but more challenging for the innocents.A general rule of thumb applies across both versions: the more players, the harder the game becomes for the innocents. With fewer players (around 4), the innocents have an easier time, but as the player count increases (up to 12), the game becomes significantly more difficult for them.
Game Objectives
Innocent Players: Your primary goal is to deduce who the Spy is based on their descriptions and vote them out before the Spy can win. Be careful not to give overly detailed descriptions, as you might unintentionally help the spy guess the word.
The Spy: Your mission is to deceive the Innocents. Avoid being identified in votes. After each round where you aren't eliminated, you get a chance to guess the secret word. You also win if you survive until only one Innocent player remains or if a configured maximum round limit is reached.
Important: Spikey uses similarity matching to determine if the spy's guess is correct. If the guess is at least 90% similar to the secret word, it's considered a valid guess, and the spy wins.
Also To prevent blatant copying in "Who's The Spy v2" mode, Spikey checks the spy's clue against existing clues submitted by innocents. If the spy's clue is more than 80% similar to an innocent's clue, it's rejected, and the spy must try again. However, if the spy submits a clue before an innocent who submits a similar clue, the spy's clue may still be accepted.
Command Options & Configurations
π This is an exclusive game. Access requires any Premium Tier or by voting for the bot on Top.gg (unlocks for 12 hours).
Initiated using the /whos_the_spy command. The host can adjust several settings, some of which may be influenced by their Premium tier:
Sets the maximum number of players for this game session. (Min 3 players required). Tier limits apply: Default up to 4, T1 up to 6, T2 up to 8, T3 up to 10, T4/GM up to 12.
discussion_time: [0-300]
Duration for open discussion after clues are revealed (Default: 30s).
voting_time: [30-90]
Duration for players to cast their votes (Default: 45s).
spy_guessing_time: [15-60]Premium
Time the Spy has to submit their word guess if they get the chance. Modifying this from default requires a Premium host. (Default: 30s)
spy_revealing_prob: [0-100]T4/GM
The percentage chance (0-100) that the Spy's identity is revealed if they guess the secret word incorrectly. Modifying this requires host to be Tier 4/Game Master. (Default: 10%).
char_limit: [10-500]T4/GM
Maximum character limit for the word descriptions players submit. Modifying this requires host to be Tier 4/Game Master. (Default: 150 characters).
submission_time: [30-300]T2+
Total time players have from the start of the description phase to click "Reveal Role" and then submit their description. Modifying this requires host to have Premium Tier 2 or higher. (Default: 45s).
max_rounds: [0-10]T3+
The maximum number of rounds the game will last. If this limit is reached and the Spy is still active, the Spy wins. Modifying this requires host to have Premium Tier 3 or higher. (Default: 4).
join_time: [15-120]
Time players have to join the lobby after the game is initiated. (Default: 60s).
Gameplay Cycle Overview
Lobby & Joining: Game initiated. Players click "Join Game" on a public embed. Minimum 3 players needed. Host can start early or wait for join_time.
Setup (Secret & Automatic):
Bot randomly selects a Category (e.g., "Office Supplies") and a secret Word from it (e.g., "Stapler").
One player is randomly and secretly designated as The Spy.
Information Distribution (via Ephemeral Messages):
Innocent Players: Receive an ephemeral message revealing both the Category and the Secret Word.
The Spy: Receives an ephemeral message revealing only the Category. The Spy does not know the secret word.
A public message announces the game has started, reveals the Category to everyone, and signals the start of Round 1.
Round Begins - Description Phase:
A public message prompts: "Click the button below to privately see your role/word and then submit your description." This includes the current Category and a "π Reveal My Role & Word/Category" button. This phase is timed by submission_time.
Upon clicking the reveal button, players receive an ephemeral message with their role, the Category, and the Word (or "??????" for the Spy), plus a "π Describe Word" button.
If the gamemode is whos_the_spy_v2, then the spy will be able to see the Length of the word, e.g The word is 2 word(s) long. They will also receive the clues submitted by innocent players in real time.
Clicking "π Describe Word" opens a Modal for them to type their description (respecting char_limit and submission type (int [numbers] or str [letters])). The Spy must craft a description based only on the category and any previous clues, or the hints submitted by innocents (v2).
Discussion Phase: Once submission_time ends or all alive players submit, the bot publicly posts all descriptions, attributed to each player. The discussion_time timer starts for open debate.
Voting Phase: After discussion, a "Cast Your Vote" button appears. Players click it to receive an ephemeral Select Menu listing active players and an option for "Skip Vote (No Elimination)". This is timed by voting_time.
Vote Reveal & Consequence: Votes are tallied and publicly announced.
Player Eliminated: If a player receives the most votes (and it's not a tie with "Skip Vote"), they are eliminated. The bot reveals if they were Innocent or The Spy.
If The Spy is Eliminated: Innocents win! Game ends. Secret word revealed.
If an Innocent is Eliminated: They are out. Game continues (unless only Spy + 1 Innocent left, then Spy wins).
No Elimination: If "Skip Vote" wins or there's an unbreakable tie, no one is removed.
Spy's Guess Opportunity (Occurs if the Spy was NOT eliminated):
The Spy gets a direct message (DM): "The Innocents failed to identify you... Click to guess the secret word." with a "π― Guess the Word" button, Timed by spy_guessing_time. Alternatively, the spy can decide to Skip the guessing phase.
Correct Guess: The Spy wins! Game ends. Bot announces victory and the word.
Incorrect Guess / Timeout / Skip: Bot announces the failure. A random roll occurs: if it falls within spy_revealing_prob, the Spy's identity is revealed, and Innocents win! Otherwise, the Spy remains secret, and the game proceeds.
Next Round Preparation: If max_rounds is set and reached with the Spy active, the Spy wins. Otherwise, the round counter increments, data is cleared, and the game loops to the Description Phase (Step 3A).
Game End Summary
The game concludes when: Innocents vote out The Spy; Spy correctly guesses the word; only the Spy and one Innocent remain; Spy is revealed by chance after an incorrect guess; or max_rounds limit is reached with the Spy still in play. A final message declares winners, Spy's identity, and the secret word.