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Bamboozled

Bamboozled Rulebook

Table of Contents

Table of Contents

  • Objective
  • Before You Start
  • Playing a Round
  • Gameplay Example
  • Dice Scores
  • Difference Between Bluffing & Bamboozling
  • How to Win
  • Action Cards
  • Action Cards Played After You Roll
  • Action Cards Played Before You Roll
  • Simplified Rules for Kids (No Bluffing)
  • Rule Variations
  • FAQ

Objective

Roll the dice and tie or beat the previous player's score. As the dice score goes up, the chance of actually rolling a higher score gets less and less likely. Your job is to know when to call out the bluffers and when to believe them. Exposed bluffers get a strike, but if they were telling the truth, you get a strike! 3 strikes and you're out! Last one standing is the winner!

Before You Start

  1. Separate the action cards (cards with BAMBOOZLED on the back) from the strike cards (cards with Strike on both sides).
  2. Shuffle and deal one (1) action card to each player face down and place the remaining action cards in the middle of the table. Players may look at their action card, but should keep it hidden from other players.
  3. Place the stack of strike cards next to the action cards.
  4. Whoever got out of bed earliest today will go first.

Playing a Round

The player starts by rolling both dice inside the cup. Make sure to keep the dice hidden from other players. The player will then secretly look at the dice and choose a dice score by using the two dice in either order. For example, if the dice showed a 4 and a 3, you could choose the dice score to be 34 or 43. The ability to choose the order is for flexibility to develop your strategy. As you play, it will become more clear why you may want to choose a lower score.

After deciding on a dice score, you will then keep the dice hidden, pass the dice under the cup to the next player and declare your dice score. You may either declare the true dice score, or you may bluff.

The next player (Player 2) must do 1 of 2 things before looking at the dice and taking their turn:

ACCEPT the score as stated by Player 1 and continue the game by taking their turn, rolling the dice, and declaring a score that ties or beats the dice score accepted.

OR

CALL A BLUFF and declare that Player 1 is bluffing. Reveal what was actually rolled. If Player 1 was bluffing, Player 1 takes a strike card. If Player 1 was telling the truth, then Player 2 takes a strike card.

Once any player gets a strike card, the dice score resets to zero (0). The player receiving the strike card starts the next round by taking their turn. Once a player receives three (3) strike cards, they are out of the game, and the next player continues the game by taking their turn.

Gameplay Example

Shown below is a typical round between 3 players (Sasha, Charlie and Anita).

STEP 1: Sasha secretly rolls 34, passes to Charlie and declares a score of 34. Charlie accepts 34 as true and now it is his turn. Charlie must now tie or beat 34.

STEP 2: Charlie rolls a 3 and a 2. The highest score Charlie can declare without bluffing is 32, but 32 does not beat 34. Charlie must now bluff when passing the dice to Anita and chooses to declare a score of 53.

STEP 3: If Anita ACCEPTS Charlie's score of 53, she will take her turn and must tie or beat 53. We haven't explained this yet, but Charlie gets to draw an action card because he Bamboozled Anita (more about Bamboozling on page 4).

If Anita CALLS A BLUFF and thinks Charlie did not roll 53, she will call Charlie a bluffer and reveal the dice. Because Charlie was bluffing, he must take a strike card. The dice score resets to zero (0) and Charlie takes a turn.

Dice Scores

On each turn the dice score must either tie or go higher than the previous player. The dice score doesn't reset until a player gets a strike or uses a Fresh Start or My Bad card (these cards are discussed on page 6).

The values are listed below in 3 groups from lowest to highest dice scores.

NON-MATCHING dice faces are the lowest type of roll and start at 13 and go up to 65. Any non-matching dice are beaten by Doubles or Jackpot.

DOUBLES, or matching dice, are higher than any non-matching dice score, but don't beat Jackpot. Doubles start at double 1's and go up to double 6's.

JACKPOT, or 21, beats everything and is the best dice score in the game!

What Beats What? Dice Score Examples

  • 42 beats 32.
  • Double 6's beats double 4's.
  • Double 1's beats 64.
  • Jackpot beats double 6's.

Difference Between Bluffing & Bamboozling

The player who rolled the dice may choose to BLUFF by declaring a score that does not match what they rolled.

The player receiving the dice is BAMBOOZLED if they accept the dice when the previous player was bluffing. When a player successfully BAMBOOZLES another player, they get to draw an action card.

Players MAY bluff during any turn, even if they are starting the round and the dice score is zero (0). A player MUST bluff if they don't tie or beat the score from the previous player.

How to Win

Once a player obtains three (3) strike cards, they are out of the game. The last player standing is the winner!

Action Cards

Each player starts the game with one (1) action card, but can earn additional cards by BAMBOOZLING other players. A player can only hold two (2) action cards at a time. If a player already has two (2) cards, and they successfully BAMBOOZLE another player, they may draw a third card and keep the two (2) they like the best and discard the third.

There are two types of action cards:

  1. CARDS USED BEFORE a player has rolled the dice. These cards are used immediately and are discarded after use. These are explained on page 6.
  2. CARDS USED AFTER a player has rolled the dice. These cards are not revealed immediately when used. Players use these cards to change the score of what they rolled, but do not reveal or discard them unless a bluff is called. This will make more sense as you read about each of these cards on the next page.

Refer to the left corner of each card to see when you can use it.

The back side goes through each card in detail and how to use it.

Action Cards Played After You Roll

AFTER ROLL cards allow a player to declare a different score from what was rolled, but the card is not revealed unless a bluff is called. If no bluff is called, pass the dice and keep the card (hidden) to be used again later. If a player plans to use a card, but is not called for a bluff, it still counts as a BAMBOOZLE and the player may draw another card.

If the next player does call a Bluff, reveal and discard the used action card. Play then continues with the next player having to tie or beat the score created by the card.

JACKPOT (X1) - Card art reads "After Roll" and "Instant Jackpot." The player's roll can now be declared as a Jackpot. If a bluff is called, reveal and discard the card. The game continues with the dice score as a Jackpot. If no bluff is called, you may keep the card hidden to use later.

To survive a Jackpot, the next player may use an action card of their own, roll to tie, or bluff.

DOUBLE (X2) - Card art reads "After Roll" and "Make a single dice a matching double." The player can now declare doubles using one of the numbers on the dice that they rolled. If a bluff is called, reveal and discard the card and treat the roll as the declared doubles.

For example, a player rolls a 4 and a 2. This would be 24 or 42, but playing this card allows a player to play as if they rolled double 2's or double 4's. If the next player calls a bluff, reveal and discard the action card. Play continues with the declared doubles score. If the next player does not call a bluff, the player may keep the card hidden and use it later.

UP/DOWN (X3) - Card art reads "After Roll" and "Move one dice up or down by 1 number." This card allows a player to adjust the value of one die by one (1) number either up or down. The player then declares a dice score based on the adjusted number. If a bluff is called, reveal and discard the card. The next player continues play with the declared score.

For example, a player rolls a 5 and a 4. The player could change the 5 to a 4 or 6, or the 4 to a 3 or 5, but cannot do both. If the next player calls a bluff, reveal the card and the game continues with the score created by the card. If no bluff is called, keep the card and use it later.

Action Cards Played Before You Roll

BEFORE ROLL cards are played before you ACCEPT or CALL A BLUFF. These cards are used immediately and are discarded after use.

FRESH START (X4) - Card art reads "Before you roll, reset the dice back to zero." This card allows a player to reset the dice score to zero (0) before rolling. The player then takes their turn as normal.

REVERSE (X4) - Card art reads "Change the direction of play." The Reverse card changes the direction of play, skipping the player that just rolled. Play continues in the new direction until the end of the round or another Reverse card is played. A Reverse cannot be played on another player's turn.

Note: In the event that only 2 players remain, refer to the note under the Skip card.

MY BAD (X4) - Card art reads "If you call a bluff and are wrong you don't get a strike." This card allows a player to call a bluff on the previous player without having to take a strike card if the previous player told the truth and didn't bluff.

Once a player uses a My Bad card, the dice score starts over at zero (0) and whoever played the card gets to start.

REVIVE (X4) - Card art reads "Get back a life and return the strike card to the draw pile." This card allows a player to return one (1) strike card to the draw pile, as long as they already have one. If a player just received their final strike and would normally be out of the game, the player can discard a Revive card and remain in the game.

SKIP (X4) - Card art reads "Skip your own turn." This card allows a player to skip their own turn, forcing the next player in line to either accept the declared score or call a bluff.

A Skip card cannot be used to skip another player, it is only used to skip your own turn. In the event that only 2 players remain, the Reverse & Skip card are played as a Skip.

NOTE: If a player uses a Skip or Reverse with only 2 players left, the last player to roll must automatically accept the score declared when they passed the dice, even if they bluffed. In no circumstance can a player BAMBOOZLE themselves.

If the draw pile of action cards is completely used during the game, simply shuffle the discarded action cards to make a new draw pile.

Simplified Rules for Kids (No Bluffing)

Instead of bluffing, players roll the dice and must beat the previous player's score. If they don't beat the score of the previous player, they get a strike. Players may roll openly so all players can see the dice and help younger players count the dice score and determine if they got a higher number than the previous player.

Each player receives BAMBOOZLED cards when the next player does not beat your score. The next player gets a strike, and you get a BAMBOOZLED card. Action cards are used the same way they are used in the normal game, but "My Bad" cards should be removed before playing the simplified rules.

Rule Variations

MORE STRIKES - If you'd like to make the game last a little longer, just add to the number of strikes that each player can get. For larger groups you may run out of strike cards, but just keep track on a piece of paper.

NO LIMITS - Instead of limiting players to only two (2) action cards at once, players can keep and use as many BAMBOOZLED cards as they can collect by BAMBOOZLING other players.

PARTY (MORE THAN 8) - Did you know you can play with more than 8 players?! The game will work exactly the same with as many players as you want! You may run out of strike cards, but just keep track on a piece of paper! Depending on how many players, you may want to lower the strike limit to 2 instead of 3.

FAQ

Who will choose to ACCEPT or CALL A BLUFF if a Skip or Reverse card is used? The player that used the Skip or Reverse card does not decide if the previous player was bluffing. The next player to roll the dice must either accept the score or call a bluff.

Do I get an action card if I bluff, but the next player uses a Fresh Start? No. The Fresh Start card is used before a player has decided whether to ACCEPT or CALL A BLUFF and will immediately reset the dice score as if that player is starting the round.

Do I automatically get a strike if the player before me rolls Jackpot? No, you can use a My Bad or Fresh Start card to reset the dice score to zero (0) or use a Skip or Reverse card. If you do not have an action card, you can roll the dice and hope to tie, in which case the dice would pass to the next player as usual.

Can I use an Up/Down card to change a die to 7 or wrap from 1 to 6? No, the change up or down can only change to the next sequential number between 1-6.

Does 65 beat double 3's since 65 is a bigger number than double 3's (33)? No, refer to the chart on page 3, but a double is only beaten by a higher double or Jackpot!

What do we do if we run out of action cards during the game? Just shuffle the discard pile to create a new draw pile.