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.


Setup (1–6 players)

  • 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.


Round Structure

1. Roll Hands

  • Each participant rolls 2d6 in secret.

  • Players record their HT privately.

2. Declare Total

  • 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.

3. PC’s Turn

  • 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.

4. Challenge (Optional)

  • 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.


Winning the Pot

  • 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.