From the Toysit archive
Fibber Game
Meet Fibber’s colorful glasses, growing noses and hidden picture cards, then create an impossible museum full of openly invented exhibits.

The play at a glance
A tall tale with a growing nose
Fibber makes a small card game look like a costume party. Blue glasses hold a stack of bright nose pieces, and each new piece makes a player’s face a little more ridiculous. Around the table, picture cards stay hidden while players announce what they have put down. The fun comes from deciding when to believe a claim and when to challenge it.
Pictures, claims and a silver marker
Bigfoot, a ghost, an alien, a witch and a dragon give the cards a cast of improbable visitors. In the standard game, the silver nose marks which picture players must announce next. Cards go face down into the middle, so a confident announcement can conceal a completely different creature. A wild card can stand in for another picture.
A challenge has a visible consequence. A player caught fibbing adds a nose piece and takes the discard pile; an incorrect accuser takes that penalty instead. When someone empties their hand, their nose pieces return to the table and all the cards are collected, shuffled and dealt again. The silver nose is taken last, ending the game. The shortest nose wins, with fewer cards breaking a tie.
Choose either the standard rules or the separate easy rules before starting. Keep the teasing about the imaginary creatures and the game’s agreed bluffing: everyone has permission to play a convincing part. An adult can check the glasses and pieces for damage and supervise play, as the original sheet advises.
Open the impossible museum
After the cards are put away, imagine a museum whose exhibits are all delightfully impossible. Draw three objects on paper: perhaps a teacup for a cloud, a dragon’s pocket umbrella and a pair of boots that remembers every puddle. Give each a short label and a little history.
One player becomes the guide and introduces an exhibit in a grand museum voice. Visitors choose which object they would most like to see in action and ask one question: “How do you wash a cloud’s teacup?” The guide invents an answer, then hands the next exhibit to a new speaker.
Everyone knows the exhibits are fiction. This is a storytelling encore, separate from Fibber’s rules. Finish by drawing a museum ticket featuring the group’s favorite invention, or make a new wing devoted to tiny objects with enormous jobs.
The historical record
Original Toysit coverage
The complete earlier product account and commentary are preserved below as historical coverage.
From the maker of head banz - shorter nose wins
In Fibber, it's not what you play; it's what you say. Simply play cards in order and say what you're playing. If you don't have the next card, fib - but don't get caught, or you'll earn a nosepiece and your nose will grow. When there are no more noses left, the player with the shortest nose wins.
Games that involve stretching the truth or tricking each other are often rooted in bluffing, strategy, and keen observation. Classic examples include "Poker," where players bluff about the strength of their hands to mislead opponents, and "Mafia" (or "Werewolf"), where players take on secret roles and attempt to deceive others to fulfill their objectives. "Two Truths and a Lie" challenges participants to discern fact from fiction among personal anecdotes. Board games like "The Resistance" assign players to opposing teams with hidden agendas, requiring them to mislead and deduce the truth to win. In these games, success often hinges on reading other players, strategizing based on partial information, and maintaining a convincing facade. They promote critical thinking, emotional intelligence, and social interaction, all while providing ample entertainment through their unpredictable outcomes.
Sources and editorial notes
The complete two-page Spin Master T34545 rule sheet, hosted by The Mind Cafe, matches the four-glasses, 3–4-player edition pictured here and marks it ages 7+. Page one has the standard rules; page two is a separate easy version with five-round scoring. The historical essay’s developmental claims are retained as earlier commentary. The museum activity is original Toysit storytelling; no physical testing was performed.
- Original Toysit image — Existing same-site image reviewed and retained unchanged.
- Spin Master: Fibber rules — Original manufacturer sheet hosted by The Mind Cafe; both pages reviewed, including the distinct easy-rules version.
- Original Toysit coverage — Complete historical account retained, including its original claims and wording.
Images and descriptions are retained as historical material. How Toysit covers toys.
Created for Toysit by Tabbloza — the artwork in our header.
