Trust me (not) is the most-played mode in the game, and that is because it has nothing to do with knowledge. It is about how convincingly you can lie — and how well you notice when somebody else is lying. One person knows the correct answer to a trivia question. Their job is to invent three answers that sound just as real.
| Situation | Movement |
|---|---|
| You pick the correct answer | +2 squares |
| You fall for an invented answer | −1 square |
| You do not vote at all | −1 square |
| The writer, per person fooled | +1 square |
That is the heart of the mode: the writer gains exactly as much as the others lose. Fool all seven of your opponents and you move seven squares — a third of the whole board in a single round. Fool nobody and you stay put while everyone else walks past you.
The board is 20 squares long. Reaching the end ends the match immediately.
It is tempting to write something completely far-fetched. It never works. An answer nobody takes seriously wastes one of your three slots — and the fewer believable alternatives there are, the easier the real one is to spot.
Writers tend to tailor their inventions too closely to the question. If one option is suspiciously exactly what you would expect, it was often built rather than found.
The real answer comes out of the question pool and is always cleanly written. Lowercase letters, a missing accent, an unusual abbreviation — that comes from a person under time pressure.
Anyone already far ahead has deceived people repeatedly. It pays to be extra suspicious of that person — and to avoid the option that looks most plausible.