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.
Each player rolls 2d6 in secret: this is their Hand Total (HT).
Each player begins with a set Bluff DC (starting at 15; may scale with level or environment).
Players ante a small stake (coin, favor, or info) into the pot.
Each participant rolls 2d6 in secret.
Players record their HT privately.
Starting with an NPC (or clockwise), each declares a Claimed Total (any number 2–12).
Each Claim may be true or a Bluff.
NPC Bluffing: Roll a Deception or Intimidation check (GM rolls secretly) vs. the PC’s Perception DC.
Success = convincing bluff. Failure = suspicious.
The PC chooses to:
Tell the Truth (state actual HT)
Bluff (Deception check vs. Perception DC of other players)
Raise the Stakes (Diplomacy or Intimidation check vs. Will DCs of opponents to unsettle them)
Fold (Forfeit your ante, leave the round)
Challenge (call a bluff)
Bluffing success/failure determines how NPCs react—some may fold, some may call.
Anyone can challenge the last Claim made.
Roll Perception or Society (GM’s choice) vs. the Bluffing character’s Deception or Will DC.
If successful, the bluff is exposed: the liar loses double their ante or drops out.
If failed, the challenger pays double and is out.
The round continues until:
All but one player folds or is exposed.
All players pass without a challenge; in that case, reveal hands. Highest total wins.
Ties split the pot.