RulesPal
Chat
Rulebook
Cup of Bluff thumbnail

Cup of Bluff

Cup of Bluff Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Turn
    • Trying to Win a Token
    • Trying to Steal a Token
    • Making a Doublet to Exchange Tokens
  • Scoring
  • End of the Game

Components

  • 1 rulebook
  • 16 square numbered tokens, numbered 3 to 18
  • 3 six-sided dice
  • 1 plastic cup

Players: 3 to 5. Age: 8 and up. Playing time: about 20 minutes.

Setup

Place the 16 tokens in the center of the table, in ascending order, as follows:

3456
78910
11121314
15161718

The youngest player starts the game and plays the role of the Bluffer first. When the turn is finished, the next player clockwise becomes the Bluffer for the new turn.

Turn

The Bluffer takes the 3 dice, places them in the cup, shakes the cup, and secretly looks at the result obtained. Three choices are then open to the Bluffer:

  • try to win a token;
  • try to steal a token;
  • make a doublet to exchange tokens.

Trying to Win a Token

The Bluffer chooses a player of their choice sitting around the table, who is called the Guesser, and announces a number between 3 and 18. The announced number may be true or false.

  • If the Guesser believes the Bluffer has the announced number under the cup, they must say "OK!".
  • If the Guesser does not believe the Bluffer has the announced number under the cup, they must say "Bluff you!".

The dice are then revealed:

If the Guesser said "OK!":

  • If the number announced by the Bluffer is correct, the Guesser takes the token of the corresponding value.
  • If the number announced by the Bluffer is false, the Bluffer takes the token of the corresponding value.

If the Guesser said "Bluff you!":

  • If the number announced by the Bluffer is correct, the Bluffer takes the token of the corresponding value.
  • If the number announced by the Bluffer is false, the Guesser takes the token of the corresponding value.

The player who won the token places it in front of them, visible to all players. So, if the Guesser was right, the Guesser wins the token; if the Guesser was wrong, it is the Bluffer who wins the token.

Trying to Steal a Token

This action is only possible if both the Bluffer and the Guesser each have at least one token.

It is possible to try to steal the token of an opponent by attacking them directly. The Bluffer announces the value of one of the tokens of the opponent they target.

  • If the Bluffer succeeds in fooling the Guesser, the Bluffer steals the Guesser's token.
  • If the Bluffer does not succeed in fooling the Guesser, the Bluffer must choose 1 of their own tokens and give it to the Guesser.

The table below shows the outcome, using the announced number 12 as an example. In each case the named token changes hands, and the player who receives it is shown.

Dice resultGuesser says "OK!"Guesser says "Bluff you!"
Announced number is correct (✓)Token 12 goes to the GuesserToken 12 goes to the Bluffer
Announced number is false (✗)Token 12 goes to the BlufferToken 12 goes to the Guesser

Making a Doublet to Exchange Tokens

This action is only possible if the Bluffer has at least 2 tokens AND has obtained a double in their dice roll.

The Bluffer announces "Doublet" and reveals their roll. They exchange several of their tokens for one token remaining in the center of the table. The exchanged tokens must have the same total points as the token taken from the center of the table.

Example: The Bluffer wants to recover the 4 (4 points), which is harder to get from the center of the table thanks to their double. They had previously collected tokens 8 (2 points) and 13 (2 points). They take token 4 and put tokens 8 and 13 back in the center of the table.

The rulebook illustrates dice rolls with totals of 9, 10, 11 and 12 alongside this section.

Scoring

Tokens are worth points according to their number:

  • Tokens numbered 3 and 18 are worth 5 points each.
  • Tokens numbered 4 and 17 are worth 4 points each.
  • Tokens numbered 5, 6, 15 and 16 are worth 3 points each.
  • Tokens numbered 7, 8, 13 and 14 are worth 2 points each.
  • Tokens numbered 9, 10, 11 and 12 are worth 1 point each.

End of the Game

The game ends when a player takes the last token in the center of the table.

Players count their points. The player with the most points wins the game.

Tie: the player with the fewest tokens wins the game.