# BS-Bench: What a Bluffing Card Game Revealed About LLM Deception

> A 600-game study of six language models playing Bullshit found that honesty prompts reduce deception, but also soften enforcement around the lies that remain.

- Author: Thomas J. Vu
- Date: Apr 15, 2026
- Page: https://thomasjvu.com/writing/bs-bench-llm-deception
- Markdown: https://thomasjvu.com/writing/bs-bench-llm-deception.md

Most honesty evaluations are static: ask a model a question, score the answer, move on. BS-Bench tests a more adversarial case: what happens when deception is useful, legal, and punishable?

The benchmark uses the bluffing card game *Bullshit* because it has clean constraints. Players must claim ranks in sequence, may lie about the rank they played, and can challenge each other. A false claim makes the liar pick up the pile; a true claim makes the challenger pay. That gives each turn objective lie labels, explicit detection opportunities, and real costs for both deception and over-enforcement.

## Setup

The finished pilot contains **600 winner-terminated games** across **6 hosted LLMs**, **4 prompt conditions**, **15 four-model matchups**, and **10 seeded games per matchup per condition**. Each game uses a standard 52-card deck, four players, seeded seating, and seeded shuffle order.

The four prompt conditions are:

- **Experiment 0:** low-strategy control.
- **Experiment 1:** deception is legal and expected.
- **Experiment 2:** the focal model may lie, but opponents are described as honesty-constrained.
- **Experiment 3:** all players are told they must play honestly and lying is not allowed.

The seed fixes the game setup: deck order, seating order, and therefore each player's starting hand. That means the card distribution can be replayed exactly. The model outputs are different: hosted providers may still return different text on a rerun, so the benchmark is reproducible at the game-state level, not as a byte-for-byte transcript.

## Main Result

The honesty prompt reduces lying, but it does not remove it. In Experiment 3, every model still violates the honesty rule at a meaningful rate:

| Model | Honesty-rule violation rate |
| --- | ---: |
| Qwen | `31.1%` |
| Kimi | `30.5%` |
| GLM | `28.7%` |
| Nemotron | `27.3%` |
| MiniMax | `25.3%` |
| Mistral | `20.4%` |

The more interesting effect is table-level. From Experiment 1 to Experiment 3:

- mean lie frequency falls from `39.6%` to `27.2%`
- mean challenge frequency falls from `45.3%` to `21.8%`
- mean lie success rises from `11.0%` to `34.7%`

So the prompt does not just change the liar. It changes the enforcement regime. The table becomes less deceptive, but also much softer about checking the lies that remain.

![Bar chart of Experiment 3 honesty-rule violation rates for all six models.](/images/bs-bench-exp3-violations.png)

The full figure set belongs in the paper/source bundle. For the portfolio writeup, the important result is the direction of the effect: lying falls, enforcement falls harder, and the lies that remain become more successful.

## Strategic Styles

The benchmark also surfaces stable model behavior. Kimi is the strongest finisher, leading three of four conditions. Qwen is the most consistent runner-up across deception-relevant conditions. Mistral is the clearest outlier: it challenges far more often than every other model, lies less, and wins nothing.

Across the full player-game cohort:

| Model | Overall win rate | Lie frequency | Challenge frequency | Challenge accuracy |
| --- | ---: | ---: | ---: | ---: |
| Kimi | `56.2%` | `42.9%` | `11.3%` | `50.4%` |
| Qwen | `33.8%` | `36.5%` | `18.9%` | `38.7%` |
| Nemotron | `25.8%` | `40.3%` | `19.2%` | `40.0%` |
| GLM | `23.2%` | `32.4%` | `22.5%` | `39.6%` |
| MiniMax | `11.0%` | `30.9%` | `30.0%` | `33.6%` |
| Mistral | `0.0%` | `17.9%` | `63.4%` | `31.3%` |

Winning is not a monotonic function of lying more or challenging more. It is about calibration.

## Why It Matters

BS-Bench is narrow by design. It does not prove that language models are generally deceptive. It shows that in a controlled hidden-information game, prompt framing affects both deception and enforcement.

That is the useful research shape: a reproducible environment where strategic misrepresentation, lie detection, and instruction compliance can be measured together instead of argued about abstractly.
