One button · Twelve seconds · No chance

NERVE

Hold longer. Win bigger.

Two players ante the same stake and a shared pot climbs every tick. The longer you hold, the bigger the share you take — right up until they beat you to it by a tenth of a second. Grabbing early is safe, and barely worth winning.

No download · Plays in any browser · 18+

Live bout you vs. the house ghost
EARLY DAYS
winner takes 55% of the pot
Pot
$50.00
0s0.0sCAP · 12.6s
tap it before they do
YOU GRABBED
$0.00
share
held
pot

01 / How it works

Three rules. That's the whole game.

You can learn NERVE in the time it takes to read this. Getting good at it is the part that takes a while.

01

The pot climbs

Both of you put in the same stake. From the moment the bell goes, the pot grows every tick — and it keeps growing for exactly as long as neither of you moves.

02

First to grab takes it

One button. Whoever hits it first wins the pot. The winner takes a share set by how deep the bout went, and everything left over goes straight back to the loser.

03

Nobody grabs? Standoff

Ride it to the cap and the bout dies. Every stake is returned in full, the house takes nothing, and neither of you wins. Twelve seconds of held nerve for exactly zero.

02 / Tiers

Every second raises the price of your nerve.

A bout climbs through five named tiers, and each one recolours the whole screen so you always know exactly how exposed you are. The deeper it goes, the bigger the winner's share of the pot — and the less your opponent gets back.

EARLY DAYSfrom 0% · ×1.0 points
55%winner's share
KEEP HOLDIN'from 26% · ×1.5 points
65%winner's share
GETTIN' HOTfrom 50% · ×2.2 points
75%winner's share
IT'S FIREfrom 74% · ×3.2 points
85%winner's share
ABOUT TO BLOWfrom 92% · ×4.5 points
90%winner's share

03 / Settlement

The loser doesn't leave empty-handed.

This is the part that makes NERVE a duel rather than a coin toss. Winning early gives most of the pot back to the player you just beat. If you want to actually hurt them, you have to stay in.

Grabbed in

Did the winner lock?

Where a $100 pot goes

55%Winner
35%Back to loser
10%House
Winner takes
$55.00
Loser gets back
$35.00
House
$10.00

04 / The lock

A second button, and the reason this has a meta.

Hit LOCK IN and neither of you can grab for 2.9 seconds. The pot keeps climbing the whole time — you just have to watch it, and so do they. You take a bigger share of whatever it becomes.

Bout timeline30 ticks to the cap
LOCK · you
LOCK · them
open — either side can grab
your lock their lock locks stack to the later expiry
+6%of the pot to whoever locked — capped so no winner ever exceeds 90%.
2.9sof enforced stillness. The pot keeps climbing at its normal pace — you simply cannot take it, and neither can they.
1lock each per bout. Spend it and you have no defence left for the rest of the bout.
8.4sis the last moment you may lock. A freeze must clear before the cap, so nobody can burn a lock to force a standoff.

05 / Skill, not chance

No dice. No cards. No RNG.

Nothing in NERVE is decided by a random number. The only event that moves anything is a player being first to act. There is no shuffle to blame, no bad beat, no house edge hiding in a probability table — just you, them, and who breaks first.

06 / Score

The scoreboard rewards what the pot can't.

Points run alongside the money and are never cashable — which is exactly why they can afford to be generous about holding. Even a standoff pays you in points.

Clutch

Grab in the red

Take the pot in IT'S FIRE or ABOUT TO BLOW and the whole bout score is multiplied by 1.5.

Streak

Wins that count

Only a win at GETTIN' HOT or above grows a streak. Cheap wins hold it; a loss wipes it.

Records

Four things to chase

Best bout score, longest streak, longest hold, biggest pot. All four are tracked.

Hall of fame

Today, this week, all time

Three leaderboard windows, so a great night still counts even if you never top the board.

How a bout scores
BaseThe size of the pot, plus every second you held your nerve. pot × 10 + secs × 30
× TierHow deep the bout had gone when you grabbed. 1.0 → 4.5
× StreakConsecutive wins taken at GETTIN' HOT or above. grows
× LocksEvery lock you were holding when it ended. grows
× ClutchOnly if you took it in IT'S FIRE or ABOUT TO BLOW. 1.5
= Bout scoreScorekeeping only — points are never cashable. POINTS

07 / Questions

Straight answers.

How long does a bout actually last?

Twelve and a half seconds at the outside. The clock runs 30 ticks at 420ms each, and the cap ends it. Most bouts are decided well before that — the tension is that nobody knows by how much.

What happens if neither of us grabs?

Standoff. Every stake goes back where it came from, in full. It's the one outcome where there is no winner and nothing is taken — which is what makes riding the cap a genuine risk rather than a free option.

Is any of it luck?

No. There is no random number anywhere in settlement — no shuffle, no roll, no hidden tiebreak. The only thing that decides a bout is which player acted first. An early build had a 50/50 tiebreak and it was deliberately removed.

If I lose, do I lose everything?

Almost never. After the winner's share, whatever is left goes back to you — that's 35% of the pot if they grabbed in EARLY DAYS. Only a grab at the very top of ABOUT TO BLOW leaves you with nothing.

What's the point of locking if it just burns the clock?

That's the trade. A lock buys you a bigger share, but it costs you 2.9 seconds in which you cannot take the pot either. You get one. If both of you spend one, nearly half the bout passes with the pot climbing and neither of you able to touch it — and the cap is getting closer the whole time.

Can I play someone I know?

Yes. Call someone out with a private link over WhatsApp, SMS or Telegram, and they drop straight into a held seat opposite you. Series play is best of three.

Do I need an account?

Yes. You'll need an email address and to be 18 or over. Your handle, your record and your wallet are held against that account, so they follow you to any device rather than vanishing when you close the tab.

Who am I actually playing right now?

Simulated opponents with their own timing habits — some twitchy, some ice cold. Real-time play against other people needs a referee server to rule on who pressed first, and that's in progress. The profile screen tells you the same thing, plainly.

Twelve seconds

HAVE YOU
GOT THE NERVE?

One button. One opponent. Nothing between you but the will to wait a half-second longer.

ENTER THE CABINET →