Lie of Sight turns a room into a deduction problem. The family give accounts of what they noticed, and exactly one account is a lie. Your job is to test those accounts by moving characters around the board. A convincing solution needs the honest stories to work together, rather than one character looking suspicious in a single arrangement.
The daily features Dad, the Kid, Grandma and Rex. Fibs adds a fifth perception rule in the Cat Files. Understanding those differences gives you a practical way to start checking a case.
The five perception rules
Dad: Follow his row and column. A wall or tall item stops the view beyond it; low furniture does not. Check alignment before looking for blockers.
The Kid: Also follow the row and column, but include low objects among the blockers. A sofa can hide something from the Kid while leaving Dad's view clear.
Grandma: Trace the eight straight and diagonal directions, stopping after two tiles. Walls and tall objects still matter. This is not a filled diamond or an unrestricted circle around her. At corners, her view depends on whether she could step around the obstruction.
Rex: Check the eight neighboring tiles. He uses smell, which passes through walls and furniture, but does not extend to distant tiles. A dog can still be the liar: an unobstructed sense does not make his statement automatically true.
Fibs: Trace the four diagonal lines. Her own row and column are blind spots. Low objects do not stop her; tall objects and walls do. Corner restrictions also apply.
The official family guide is useful when a character's rule is unfamiliar. In the game, selecting a character's picture highlights their perception, so you can inspect a borderline square rather than guess.
A small example: the sofa changes the answer
Consider an invented sight-line example, not a solution to a published case. Put Dad on an empty square, with a low sofa farther along the same row and a clock beyond it. Assume nothing else interrupts that row. Dad can see over the sofa to the clock. Replace Dad with the Kid on the same starting square, and the sofa blocks the clock.
Now replace the sofa with a tall bookshelf. It blocks the clock for both characters, although each can see the bookshelf itself. Replace the blocker with Grandma instead, and she does not hide the clock: people do not obstruct another character's view.
This example suggests a useful checking habit: identify the observer, confirm the direction, then inspect what lies between the observer and the target. The same two squares can produce different answers for different characters.
A red card is a failed arrangement, not a verdict
Suppose you place Dad where he cannot see something his card says he saw. That placement makes the statement false. It does not establish that Dad is the liar; another valid square may make his story fit.
Start with a restrictive claim, such as Rex detecting a nearby target or Grandma seeing something within her short range. Find possible positions, then check how those choices affect the other stories. Keep the whole arrangement in view: making one card true can make another impossible.
A particularly useful contradiction occurs when believing one character would force two others to be lying. That conflicts with the single-liar rule. Likewise, a claim that cannot be true in any valid placement deserves close attention. Avoid accusing someone merely because your first arrangement failed.
Use the board to check your reasoning
The daily updates card feedback as you move characters. Some other cases use a limited Check action instead, so do not assume every mode gives immediate feedback. A gray card may also depend on someone who has not been placed yet.
Read every part of a multi-part statement, and use the highlighted perception area to resolve uncertainty about blockers or corners. You win by identifying the liar; a perfectly arranged board is not required to win. Practice cases are a useful place to learn the controls before taking on the daily.
Sources checked
Reviewed against the official rules and game interface on October 16, 2026. The sofa example above was created for this article.
- Meet the Fibbersons — individual perception rules.
- How to spot the liar — reasoning about conflicting stories.
- How to play Lie of Sight — blockers, board feedback and controls.