bluffing
In the group Information visibility.
Lie about what you have. Pretend you're stronger or weaker than you are. Other players have to guess.
In the group Information visibility.
Lie about what you have. Pretend you're stronger or weaker than you are. Other players have to guess.
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Players attack each other face-to-face while lying about their strength or plans to fool foes.
Risky presses with fake bravado create hilarious busts or epic steals from the pot.
Fake bids bait opponents into costly folds, making auctions a theater of fake confidence.
Players roll to move and can claim to have rolled something they did not.
Players pick cards and can pretend to want different things than they do.
Players can hide or fake their strength in an area.
Players can place workers to mislead others about their plans.
Players can pretend to be building a different pattern than they are.
Players can play cards to suggest they hold something they do not.
Players can play cards to mislead others about their hand.
Players can lie in deals and try to spot others' lies.
Players can pretend to collect one set while building another.
Players can place tiles to mislead others about their goals.
Players can pretend to be further behind or ahead than they are.
Players can hide or fake how many points they have.
Players bluff to avoid being targeted until one is left.
Players on the same team can bluff, which makes trust harder.
Players bluff while still trying to reach a shared goal.
Players bluff to hide their secret goals.
Players can bluff about what happens in the story.
Players play alone but can bluff about how they are doing.
Players can move to mislead others about their plans.
Teammates can bluff, which makes trust harder inside the team.
Players bluff about how much they are helping.
Teams bluff each other about their plans.
The traitor bluffs to hide, and others bluff to trap them.
Luck decides results, and players bluff about what they got.
Luck plays a part, and players bluff about what they got.
Clever bluffing matters most, with a little luck.
No luck, so winning depends on reading and fooling others.
Players can mislead each other about the state of a shared system.
Real groups can mislead each other about what they need.
Players can claim to take less than they do.
Players can pretend a later effect is coming when it is not.
Players can pretend to follow a rule while breaking it.
After play, players admit their bluffs and talk about trust.
Players answer with claims that may not be true, and the next player can doubt them.
Players bluff without words, only through what they play and how.
Players claim a rule has changed and others decide whether to believe them.
Players bluff for fun, and nobody keeps score.
Players claim aims that may not be true, and others decide whether to believe them.
Players pass danger with claims that may be lies, and the one fooled too often loses.
Players make claims in their letters that others may doubt.
Players claim to know what the absent player wanted, and others decide whether to believe them.
Players claim what their hidden sign says, and others decide whether to believe them.
Players try to sense whether others are bluffing, as much as reading cards.
Bluffs that succeed leave permanent marks, so lies become part of the game's history.
Players make claims that can be checked only days later.
Characters lie to each other, and players decide whom to believe.
Players claim they will manage a feat, and others bet on whether they can.
Players claim what they have drawn means, and others decide whether to believe them.
Players claim they can keep the game going, and others decide whether to believe them.
Players bluff toward a win that does not exist.
Players lie to characters the game master plays, and the game master decides who believes them.
Passers-by bluff each other in a quick public game.
Players roll in secret and claim what the table said.
Rewarding lies makes a point about honesty and power.
Lies told in the game can feel real afterwards.
Players claim scores for values that may not be true.
Players claim what the future will hold, and others decide whether to believe them.
bluffing supports the feeling excited.
bluffing works against the feeling clever.
bluffing supports the feeling silly.
bluffing supports the feeling tense.
bluffing works against the feeling together.
bluffing supports the feeling sneaky.
bluffing neither supports nor works against the feeling lucky.
bluffing neither supports nor works against the feeling in charge.
bluffing supports the feeling surprised.
bluffing neither supports nor works against the feeling thoughtful.
bluffing neither supports nor works against the feeling fast.
bluffing supports the feeling unfair in a fun way.
bluffing neither supports nor works against the feeling careful.
bluffing supports the feeling daring.
bluffing works against the feeling friendly.