Different faces? Add them!
J + K = 8
How to play · Your first minute at the table
Two dice. One cup. Only you can see your roll!
PlayKiriki brings the physical dice-and-cup game online. Roll, talk big, and call a bluff!
Let’s play a roundThe little game of big claims
Meet Alex, your opponent. Follow the cup, then see what happens when you bluff.
Alex sees 8. You see only the cup.
Alex rolls two dice under the cup and takes a peek. Only the roller sees the concealed roll.
The claim is public. The dice are hidden.
A claim is what you say you rolled. Alex says “8!” and passes the choice to you.
BLUFF! Your 6 is less than your claim of 9.
You choose Roll. Your fresh roll is only 6, but your claim must be at least 8—so you bluff “9!”
Claimed 9 · Rolled 6 · Bluff caught!
Alex calls your bluff! Lifting reveals the dice so you can both see whether the claim holds up.
Your 6 couldn’t back up your 9. Round over!
Alex gets one point. That’s the roll → claim → respond → point loop!
You rolled 6. Alex believed your 9. You +1!
Believe / Go Again gives the turn back to the previous roller. If their claim was a lie, they win the point immediately!
The goal
Each round winner gets one point. Reach your selected mode’s point goal and lead by two to win the match.
Meet your dice
These are poker dice!
J + K = 8
Q + Q = Pair of Queens
Lucky number 3. Instant point. Round over!
Specifically Black + Red, in either order—not a “3” you can claim. Kiriki wins automatically!Rolled a pair but claimed 8? That’s allowed—your dice are better than your claim.
Ready when you are
You know the loop. Open these whenever you need them.
Say exactly what you rolled (truth), something lower (downplay), or something higher (a bluff). After a fresh roll, your claim must still match or beat the previous claim. A new round has no previous claim to beat.
Downplaying wins against Lift, just like an exact match. But keeping your dice and raising beyond their value turns it into a bluff. There is no Fold action for a round.
Before Round 1, each player rolls one die. Higher starts; tied rolls are rerolled until someone wins. This roll-off awards no points, and one die cannot make Kiriki.
The loser of each round starts the next one. Both dice are rolled, with no previous claim to beat.
Give up your turn and send it back to the previous roller. The game checks their dice: if they lied, they immediately win the point. Otherwise, the round continues with them in control.
When their dice match or beat the claim, Believe does not reveal the concealed dice or tell you whether the claim was exact or downplayed. Only a die they already chose to show remains visible.
Keep Dice & Raise: keep the same dice and make a strictly higher claim.
Reroll: discard both dice, roll fresh dice, see them, then claim equal to or higher than the previous claim. You can repeat the same claim after rerolling. Kiriki wins immediately.
Example: you claimed Pair of Reds and Alex chose Believe. Rerolling Pair of Kings lets you claim Pair of Reds again—a legal downplay. After your new claim, Alex responds again.
On the first claim from a fresh roll, you may reveal one of your actual dice. You choose which die, not which face. The other stays hidden, and you can still bluff or downplay.
That face stays visible through Believe and Keep Dice & Raise; you cannot pick a new die to show while keeping that roll. A reroll clears it and gives you a fresh chance to show one die. It also clears when the opponent rolls or the round or match ends.
Pair of Aces is the highest claim you can say. Kiriki is higher, but is never claimed.
If Alex believes your Pair of Aces and you really have it, you must reroll—there’s no higher claim to raise to. Kiriki wins instantly. Another Pair of Aces can be claimed again; anything lower needs a Pair-of-Aces bluff.
After that forced reroll, Believe stays unavailable while Pair of Aces remains the required claim. The opponent must Lift Cup or Roll. If they roll, Kiriki wins immediately, Pair of Aces meets the claim, and any lower roll needs a Pair-of-Aces bluff.
You must reach the target and lead by at least two. At 3–2 in Bullet, keep playing; 4–2 wins. There is no score cap.
Ranked matches affect KR after the match, not after each round. Practice, Casual, Private Games, and friend challenges are unrated.
Lowest to highest. Kiriki—Black + Red in either order—automatically wins a point with no claim or response.
Resign Match ends the match with a loss; in Ranked, normal KR changes apply. Leaving does not pause an online match: reconnect and act before the displayed countdown runs out to avoid a match loss.
A brief disconnect is not an instant loss, but abandoning an unfinished match is. Practice against Kiriki Bot is untimed.