I Doubt It

Play your cards face down in order – aces, then 2s, then 3s. No cards of the right rank? Bluff. Think someone else is lying? Call “I doubt it!”

Choose your settings and press Start

Computer players

3 to 5 players in total, including you.

CPU level

Rules

Set the rules yourself
Cards per turn

With only one card per turn, hands shrink very slowly and a game can take a long time.

Passing

Usually nobody may pass. With “same rank”, the next player must play the same rank you passed on, and the rank only moves on after everyone passes in a row. With “next rank”, a pass moves the rank along just like a play.

After a lie is caught, the next player plays
Jokers (wild cards)
End of the game

When the first player out wins, everyone else is ranked by how many cards they still hold.

Time to call “I doubt it!”

How long you have to challenge after a computer player puts down cards. A computer player may call it before you do.

CPU speed
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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. Added the English version.
  3. First published.

How to play I Doubt It

I Doubt It is a card game about telling lies and catching them. Players take turns putting cards face down in the middle of the table while announcing what they are: aces first, then 2s, then 3s, and so on around the deck. Because nobody can see the cards, you are free to claim something that isn’t true. Anyone who thinks a claim is false can shout “I doubt it!” The cards are turned over, and whoever was wrong – the liar or the doubter – has to pick up the whole pile. The first player to get rid of every card wins.

You may know the same game as Cheat, which is what it is usually called in Britain. The rules fit on a sticky note, so it works for families and mixed ages, yet it rewards a good memory and a straight face. On this page you play against two, three or four computer players, so there are always 3 to 5 people at the table.

Reading the table

The game table. At the top are the seats of CPU1, CPU2 and CPU3 with their card counts; CPU2 has a thick border because it is their turn. Below is a strip from A to K with 6 highlighted and small markers under 7, 8 and 9. In the middle, a face-down pile of seven cards on the left and two freshly played face-down cards on the right with the claim Two 6s. At the bottom, your hand sorted into columns by rank
Opponents at the top, the rank strip below them, the pile and the latest play in the middle, and your hand at the bottom.

Your hand is sorted into columns, one for each rank, so you can see at a glance whether you hold the rank you will need next. Empty columns are simply the ranks you don’t have. The strip across the table shows the rank being played right now in a large colored chip, and small seat markers under the following ranks tell you who will have to play them.

1. Deal out the whole deck

Shuffle a standard 52-card deck without jokers and deal it one card at a time until every card is gone. If the deck doesn’t split evenly, some players simply start with one card more than others. Before play starts, it is worth a quick look at your hand to see which ranks you are strong in and which ones you are missing.

2. Play in order: A, 2, 3 … K

The player to the dealer’s left starts by playing aces. The next player must play 2s, the next 3s, and so on. After kings the count wraps back around to aces. Suits don’t matter. You put your cards face down and say what you are playing, for example “two 7s”.

Four players seen from above, sitting clockwise: CPU1, CPU2, CPU3 and You. CPU1 plays A, 5, 9; CPU2 plays 2, 6, 10; CPU3 plays 3, 7, J; You play 4, 8, Q. After K the count goes back to A
Each player plays the next rank in turn, so you know in advance which ranks you will be asked for.

If you hold cards of the rank you have to play, you can simply play them. If you don’t, you play other cards and pretend they are the right rank – that is the bluff. You can even lie when you do have the right cards, if you would rather keep them for later. In the standard rules there is no passing, so a turn without the right rank always means lying.

It is time to play 7s. Left: you hold two 7s, so you play them face down and say Two 7s, which is true. Right: you have no 7, so you play the 3 of clubs face down and say One 7, which is a lie
Play real 7s if you have them; otherwise slip in something else and call it a 7.

In this version you tap a column in your hand to lift one card of that rank; tap again to add another. When you are happy with your choice, press Play. The cards fly face down to the middle and your claim appears underneath them.

3. Call “I doubt it!” when you smell a lie

As soon as someone plays, anyone except that player may challenge – it doesn’t have to be the next person in line. The challenged cards are turned face up for everyone to see.

CPU3 claims One 7. You call I doubt it. The card is turned over and it is the 3 of clubs, so it was a lie, and CPU3 must take the whole pile
If the claim was a lie, the player who made it takes the whole pile.
CPU3 claims Two 7s. You call I doubt it. The cards are the 7 of spades and the 7 of diamonds, so the claim was true, and you, the doubter, take the whole pile
If the claim was true, the player who doubted takes the whole pile.

The penalty is the entire pile – not just the cards that were checked, but everything that has built up since the last challenge. After a challenge, play carries on with the player after the one who was challenged, and the count moves on to the next rank whatever the result: if the challenge happened on 7s, the next player plays 8s. If nobody challenges, the cards join the pile face down and play simply moves on.

Here, whenever a computer player puts cards down, two buttons appear – “I doubt it!” and “Let it go” – with a bar that slowly shrinks. Press “I doubt it!” before the bar runs out to make the challenge yourself. Computer players are watching too and may challenge first; whoever calls first gets the challenge.

4. Playing several cards at once

If you have more than one card of the rank, you can put down up to four at a time. When several cards are played together, a single wrong card is enough to make the whole claim a lie.

A claim of Three 7s. Left: 7, 7, 7 is true. Right: 7, 7, 2 is a lie because one 2 is mixed in
“Three 7s” is only true if all three cards are 7s.

5. Going out

You go out when your last cards are played and survive: either nobody challenges, or someone does and your claim turns out to be true. If your final play is a lie and you get caught, you pick up the pile and the game goes on. In the standard rules the game ends as soon as one player goes out; everyone else is ranked by the number of cards left in their hand.

CPU1 has one card left and plays it, claiming One king. Left: if nobody doubts, CPU1 has no cards and goes out. Right: if someone doubts and the card is the 4 of hearts, a lie, CPU1 takes the pile and the game continues
A last card that gets through wins the game. A last card caught lying costs you the pile.

I Doubt It rules and variations

Every family seems to play this game a little differently. You can pick one of two ready-made rule sets here, or combine the options yourself under Custom.

Rule setCards per turnHow it ends
Standard1 to 4First player out wins; the rest are ranked by cards left
Last one standing1 to 4Players drop out as they finish; the last one with cards loses

Under “Set the rules yourself” you can change five things:

I Doubt It strategy and tips

1. Use your own hand to spot sure lies

There are only four cards of each rank. If you are holding three 9s and someone claims two 9s, they are lying – no guesswork needed. Get into the habit of comparing every claim with your own hand, and remember the cards you have played yourself. Those sure things are the safest challenges in the game.

CPU2 claims Two 9s. Your hand holds three 9s. There are only four 9s in the deck, so only one is left and a claim of two 9s must be false
There are only four 9s. If you hold three, “two 9s” is impossible.

2. Look ahead to your next ranks

The order never changes, so you always know which ranks will come to you next. The “Your next” note by your name and the markers on the rank strip show them. Keep the cards you will need for your coming turns, and use cards whose turn is far away when you have to bluff.

3. Bluff while the pile is small

Getting caught costs you the whole pile. Right after a challenge, when the pile is almost empty, a lie is cheap even if it fails. When the pile has grown large, try hard to play the truth.

4. Don’t challenge everything

A wrong challenge also costs you the pile. Unless you are fairly sure, it is often better to let a play go. When two other players fight over a challenge, the pile gets cleared without costing you a card.

5. Be suspicious of a player’s last cards

Players with only a few cards left often don’t have the rank they need, so they are forced to lie. Their final card is especially important, because letting it through ends the game. If it looks doubtful, take the risk and call it.

6. Keep multi-card bluffs small

Dumping several cards at once empties your hand fast, but the more fake cards you mix in, the more likely it is that someone holding that rank knows the claim is impossible. When you lie, one card is usually the safe amount.

I Doubt It FAQ

How many players can play?

Here you play with two to four computer opponents, so 3 to 5 players in total. The more players there are, the fewer cards each person holds and the more often everyone has to bluff.

Who is allowed to call “I doubt it”?

Anyone except the person who just played. If several people call at the same moment, the fastest one counts. Once the next player has put down cards, the earlier play can no longer be challenged. In this version, you can challenge until the bar under the button runs out; you can set it to 3, 5 or 8 seconds, or have the game wait until you press “Let it go”.

Is Cheat the same game as I Doubt It?

Yes. It is one game with several names. I Doubt It is the traditional name in America, Cheat is the usual name in Britain, and you will also see it under other local names. The core is always the same: play in rank order, lie when you need to, and challenge the lies you spot. Small details such as passing or how many cards you may play differ from table to table, which is why this version lets you choose.

How do the computer levels differ?

Easy opponents bluff clumsily – for example by dumping several fake cards at once – and they often challenge at the wrong moment. Normal opponents compare each claim with their own hand and challenge when something doesn’t add up. Hard opponents also remember which cards have been revealed and who picked up which pile, so their lies are better and your lies are caught more often. None of them ever looks at another player’s hand.

What rank comes after a challenge?

The player after the one who was challenged plays the next rank, whatever the result. If the challenge happened on 7s, 8s are next. Some people make the next player repeat the same rank after a caught lie; you can switch to that under “Set the rules yourself”.

What happens if my last card is challenged?

If it was true, the challenger takes the pile and you go out. If it was a lie, you take the pile yourself and the game continues.

Can I play with a keyboard?

Yes. On your turn, use the left and right arrow keys to move between columns, the up arrow to pick a card of that rank (down puts one back), and Enter to play. When someone else plays, press D to doubt or S to let it go.

Where the game comes from

The bluffing game has been played under the name I Doubt It in the English-speaking world for well over a century, and card game writers have long listed Cheat as the same game. Similar games exist across Europe, including German and Russian versions, often with their own twists such as allowing players to claim any number of cards. The game also travelled to Japan, where it is still widely known today by the name ダウト (“Dauto”), taken straight from the English word “doubt”.