Are you a good bluffer? Most people aren't. Everyone has a tell, you just have to find out what it is. In this party style bluffing game, it is your job to figure out if they really got an unbeatable roll or if you are being bamboozled?
Either way you're going to have to call out the bluffers and be the last one standing to become the ultimate BAMBOOZLER!
- 1 cup
- 2 dice
- 26 action cards
- 16 strike cards.
Object of the Game
The objective is to be the Last player standing.
Separate the action cards (cards with BAMBOOZLED on the back} from the strike cards (cards with Strike on both sides}.
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.
Place the stack of strike cards next to tne action cards.
Whoever got out of bed earliest today will go first.
The player starts by rolling both dice inside the cup. making sure to hide the dice in the cup so that the results are hidden. The player must then choose to score their roll by placing the numbers in either order.
Example: If one rolled a 4 and a 3. they could choose for it be to a 34 or 43.
After deciding on a score using the rolled dice, Player 1 must tell the next player clockwise (Player 2) a score, which can either be what they rolled or something different. Player 2 must then either
Accept the score as stated by Player 1 If they do so. they must then roll the dice secretly, and declare a score that ties or exceeds the score accepted from Player land pass the dice to the next Player (Player 3}.
OR Player 2 can declare that Player 1 is bluffing and reveal what was actually rolled. If Player 1 was bluffing, they take a strike card, and if they were not. then Ray er 2 takes one.
Once any player gets a strike card, the score resets to zero (0}. The player receiving the strike card starts the next round by rolling the dice. Once a player receives three (3} strike cards, they are out of fne game, and the next player would start the next round.
The rank of dice values is as follows, from lowest to highest:
- Roll of 1 & a 2. scored as a 12.
- Unmatching dice faces, in ascending order from 12 to 65 (a higher number beats a lower number}.
- Doubles from 11 to 66 (a higher double beats a lower double}.
- Jackpot, a roll of a 1 & a 2. scored as a 21.
Jackpot cannot be beaten: it can only be tied.
See the chart below for dice value illustration:
Difference Between Bluffing & Bamboozling
The player who rolled the dice may bluff by declaring a score that is not what they rolled.
The player receiving the dice is bamboozled if they accept the dice when the previous player was bluffing
Players may bluff during any turn, even if they are starting the round, but players must bluff if they don't tie or beat the score from the previous player. When a player successfully bamboozles another player, they get to draw an action card.
Each player starts 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, but once a player uses a card, they can earn another card.
If a player already has two (2} cards, but 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:
- Cards played AFTER a player rolls the dice.
- Cards played BEFORE a player rolls the dice.
The next section will go through each action card and howto use it.
A. Action Cards that are played after you Roll
These 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.
The player's roll is changed to a Jackpot. Declare that you rolled a Jackpot, and if a bluff is called, reveal and discard the card and treat the roll as a Jackpot.
To survive a Jackpot, the next player may use an action card of their own or attempt to tie.
Change the value of one die to match the other, thus making doubles, and declare that you rolled that number.
If a bluff is called, reveal and discard the card and treat the roll as the declared Doubles.
If the next player does not call a bluff, the player keeps their card hidden and may use it again.
This card allows a player to change the value of one die up or down by one (1) number, and a score is declared based on these numbers.
If the next player does call a bluff, reveal and discard the card. The next player continues play with the declared score.
B. Action Cards that are played before you roll
These cards are played after the previous player declared the value of their roll and before you have to decide to call a bluff or roll the dice.
Fresh Start (x4)
This card allows a player to reset the score of the dice to zero (0) before they roll for their turn. The player then takes their turn as normal.
The Reverse card changes the direction of play 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)
This card allows a player to call a bluff on the previous player without having to take a strike card if the player didn't bluff.
Once a player uses a My Bad card, the round starts over at zero (0) and whoever played the card gets to start
This card allows a player to skip their own turn, forcing the next player to either accept the stated score of call a bluff.
It cannot be used to skip another player other than yourself.
Note: In the event that only 2 players remain, the Reverse & Skip card are played as a Skip: however, in no circumstance can a player bamboozle themselves.
If a player uses a Skip or Reverse the last player to roll must roll on their own score, even if they bluffed.
This card allows a player to return one (1) strike card to the draw pile, as long as they already have one.
The Revive card can also be played if a player just received their final strike: the player can discard it and remain in the game.
If. during the game, the action card pile is extinguished, simply shuffle the used cards to make a new draw pile.
End of the Game
Once a player obtains three (3} strike cards, they are out of the game. The last player standing is the winner!
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.
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.
Simplified Rules for Kids! (no Bluffing)
Instead of bluffing, players will roll the dice and must beat the previous player's score. If you don't beat the score of the previous player, you get a strife.
Players may roll openly so other players can see the dice and nelp younger players count and determine if they got a higher number than the previous player.
You receive bamboozled cards when the next player does not beat your score. The next player gets a strike and you get a bamboozled card.
Players use cards the same way they are used in the normal game, but the "My Bad' cards should be removed before playing the simplified rules.