The challenger spends their token. You keep yours. Both of you play the same Difficult Dare Rush question head to head.

Dare them. Double it. Make them prove it.
Every player starts a game with one Dare Token. Once the round topic is locked, the Dare Window opens before normal Risk selection. Spend your token to call out another player — or keep it in your pocket for a later round when the scoreboard is begging to be wrecked.
1. The Dare Window opens
After the topic has been chosen, players who still have a Dare Token get a chance to use it. You can pass and continue toward the regular Easy, Moderate, or Difficult Risk choice, or spend your token to challenge another active player.
Once you fire the Dare, the challenged player has a decision to make. On the web version there are three possible responses: Accept, Double Dare if they still have their own token, or Decline.
2. You got called out. What now?
You commit your own Dare Token too. Now the original challenger has to accept the Double Dare or back down and lose 20 points.
The challenged player loses 10 points. The challenger’s Dare Token is still spent, the Dare is recorded, and the round continues with normal Risk play.
3. The Dare Rush: speed is part of the score
If the Dare is accepted, the challenger and target both receive the same Difficult question. The answer choices appear just before GO, then the live Dare Rush begins.
The meter starts at up to 100 points and burns down during the first 10 seconds. Answer correctly and you earn the value showing when you lock in. Miss it and you lose 1.5× the points that were at risk. After the 10-second Rush reaches its floor, you still have up to 20 seconds total to answer, but the reward no longer keeps shrinking below that round’s normal Difficult value.
4. Double Dare sends the pressure back
Double Dare is available only when the challenged player still has their own Dare Token. Choosing it spends that token and throws the challenge back at the original challenger.
Both Dare Tokens are now committed.
Accept the Double Dare or back down for −20.
Accepting sends both players into the same shrinking 100-point Difficult Rush.
Each player keeps their Dare Rush score and gets an additional +10.
The correct player keeps their Rush score and also gets a bonus equal to 50% of the other player’s at-risk value. The player who missed still takes the normal 1.5× Dare loss.
Both players take their normal Dare Rush wrong-answer penalties. No extra Double Dare bonus is awarded.
If the original challenger refuses the Double Dare, they lose 20 points immediately and the game moves on.
5. What happens to everybody else?
A Dare does not kick the rest of the group out of the round. While the two Dare players battle on the Difficult Rush question, everyone else still chooses Easy, Moderate, or Difficult and plays the current topic normally.
That means one Dare can create two battles at once: the head-to-head duel and the regular leaderboard fight happening around it.
6. Should you Dare early or save it?
There is no automatic best round. The Dare Rush can be huge at any point, and waiting too long risks never using your token. But because you only get one Dare Token, saving it can be a serious late-game weapon.
Grab momentum, attack a confident rival, or force somebody into a high-pressure question before the standings settle.
Wait until you know exactly who you need to catch. With only a few rounds left, one Dare or Double Dare can completely reshape the scoreboard.
7. Dares become part of the bragging rights
Dare wins and Dare losses are tracked through the game and appear in the final brag-stat presentation along with Easy, Moderate, and Difficult correct-answer totals. Winning the game is great. Winning the game after calling somebody out is better.