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🤥 Bluff Table
Play cards face down claiming they are the round's figure. If someone doubts you and you were lying, you pull the fuse — and one of its six contacts is live.
- Up to 4 players
- Table game
- In your browser, free
- With friends or against bots
How a round goes
Twenty cards: three figures with six copies each, plus two jokers. Everyone gets five. The round announces a figure, and on your turn you play one to three cards face down claiming they are that figure.
Your neighbour can doubt you. If they doubt and you were lying, you pull the fuse. If they doubt and you were telling the truth, they pull it.
The fuse is the punishment, and it is public
Each player has a six-contact fuse, one of which is live. Pulling is one in six, then one in five, and so on — until it blows. When it does, the fuse resets.
Everyone's fuse state is public information. Knowing your neighbour has already pulled three times is what makes doubting them a decision rather than a guess: you are betting their nerve against your read.
And the contact that comes up is drawn by the server, not deduced from the pointer that appears afterwards.
The jokers
Two jokers count as any figure. They are the reason a three-card play is not always a bluff — and why a confident challenge sometimes backfires.
Why it is a fuse and not a revolver
The mechanic — playing a face-down card claiming a figure, with your neighbour able to call you a liar — has been public domain for a century. What belongs to somebody is the specific packaging of the bar game that became famous in 2024.
Here the punishment is a six-contact fuse. The decision is as much about product as about law: a platform that wants to be played with family does not put a firearm on the table.
Against the bot
The level changes its boldness (how many cards it risks claiming) and how often it doubts. The easy one rarely doubts, so bluffing against it almost always works; the hard one reads the frequency of your plays and catches a repeated bluff.
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