Core Mechanics Overview

  • 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.


Setup

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.


Gameplay Flow

  1. Roll in Secret:
    Each player rolls 2d6 privately. This is their “true total.”

  2. 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).

  3. 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).

  4. 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.

  5. 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.


Optional Twist Rules

  • 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.