Each participant (PC or NPC) rolls a 2d6 “hand” in secret.
Bluffing is handled via Deception, Intimidation, or Diplomacy checks.
Insight is countered with Perception or Society checks.
You may fold, bluff, or challenge as the stakes escalate.
Players: 3–6
Dice: Each player needs 2d6
Goal: Win the round by having the highest total—or bluffing your way into making others fold.
Each player antes (bets) a small stake into the pot (set by GM or agreed on). Everyone receives two six-sided dice (2d6), hidden behind a cup, hand, or screen. In a tabletop session, players roll privately and keep their result secret.
Roll in Secret:
Each player rolls 2d6 privately. This is their “true total.”
Declare or Deceive (Bluffing Phase):
Going clockwise, each player declares their claimed total (from 2 to 12). They may:
Tell the truth (declare their real roll), OR
Bluff (declare any number, even if they didn't roll it).
Call or Raise (Challenge Phase):
After each claim, the next player may:
Accept it (no challenge), and make their own declaration.
Call the Bluff (challenge the previous player).
Fold (drop out of the round and lose their ante).
Resolve the Challenge:
If the bluff was true, the challenger loses double the ante to the pot.
If the bluff was false, the bluffing player is eliminated from the round, and their ante goes to the pot.
After a challenge is resolved, the round continues with remaining players.
Endgame:
Once only one player remains, they win the pot.
If multiple players remain after a full circuit with no challenges, all players reveal their dice. Highest total wins. Ties split the pot.
Shadow’s Boon: A once-per-round mechanic where each player may reroll one die secretly, but only after being challenged. Used sparingly to sow doubt.
Whispered Wager: Players may pass secret notes (or whisper in-character) to form alliances or manipulate others.