A candlelit Goblin Bluff table surrounded by tiny goblins

The official player handbook

Protect your crown.
Lie beautifully.

A complete guide to claims, challenges, cards, opponents, match settings, royal entrances, side matches—and the tiny civilization making terrible decisions around your table.

5 HP per King5 cards starting hand1 damage per wrong read52 cards plus the Reset Card

The shortest possible explanation

The match in four beats

The game chooses what your card must appear to be. You choose whether the claim is true.

  1. 01

    Draw

    At the start of your turn, draw one card. Keep your real hand secret.

  2. 02

    Place

    Drag any card from your hand to the table. It is displayed as the required claim.

  3. 03

    Judge

    The opponent chooses to Believe or Call Bullshit without seeing the real card.

  4. 04

    Pay

    A correct call hurts the liar. A wrong call hurts the challenger. Reach zero HP and lose.

CLAIMK
REAL CARD4

Legal bluff example

You play a Four. The table claims King.

The opponent sees “King,” not the Four. Playing the wrong rank is allowed—it is the point of the game.

Core rules

Truth is optional. Consequences are not.

Everything that can change who wins is contained in this loop. Presentation never changes the ruling.

A King claim flipping to reveal a Four while goblins react

Illustration: a King claim challenged and revealed as a Four.

01

The claim is required

Each action has a public displayed rank chosen by the game. Your opponent always knows the claim, never the hidden card.

02

Any hand card may be played

Matching the claim tells the truth. Playing another rank creates a lie. Suit currently has no rule effect.

03

Believe keeps the truth hidden

The card enters the discard without a reveal. Belief does not confirm honesty and cannot be corrected later.

04

Bullshit forces a reveal

If real rank differs from the claim, the liar loses damage. If it matches, the challenger loses damage.

05

The Kings decide the match

Classic Kings have 5 HP. A standard accusation deals 1 damage. The first King reduced to zero loses.

Full turn flow

What happens, in exact order

The two sides follow the same legal card rules. Only the response interface differs.

Your turn

Draw → choose → place → wait

  1. You draw one card.
  2. The current claim appears at the top of the table.
  3. Drag one real card into the central played-card area.
  4. The AI evaluates only public information and its own hand.
  5. Believe hides the card; a call reveals it and resolves damage.
  6. The resolved card enters the discard, then the AI turn begins.

Enemy turn

Watch → judge → respond

  1. The AI draws and legally selects from its own hand.
  2. Its card lands with only the required claim visible.
  3. Choose Believe or Call Bullshit.
  4. A call reveals the actual rank and immediately determines who takes damage.
  5. The card is discarded and your next draw begins.
What the reveal showsYour decisionWho loses HP
Real rank ≠ displayed claimCall BullshitThe liar
Real rank = displayed claimCall BullshitThe caller
Card remains hiddenBelieveNobody

Bluffing school

Make reads, not guesses

There is no perfect call. Strong play combines card evidence, opponent tendencies, and the cost of being wrong.

Use your own hand

If you hold several copies of the claimed rank, fewer remain available to the opponent. That makes their claim less comfortable.

Spend HP deliberately

At high HP, a risky information-gathering call can be affordable. At 1 HP, a marginal call can end the match.

Track public reveals

Only revealed cards are certain. Believed cards remain unknown, so never count an accepted claim as proven truth.

Break your rhythm

Repeated truth-then-bluff patterns become readable—especially to Memory Mike and the Royal Judge.

Truth can look suspicious

An honest face-card claim may seem too convenient. Against frequent callers, truth is sometimes the strongest trap.

Believe is an active choice

You do not need to challenge every doubtful card. Preserve HP when the evidence is weak or the opponent benefits from baiting calls.

The royal opposition

Six personalities, not six health bars

Every AI follows the same rules and information boundary. Personality changes judgment, risk, memory, and bluffing—not cards, damage, draws, or HP.

HH

The gentle read

Honest Harold

Trusting, predictable, and reluctant to accuse. Bluff sparingly against him; he gives honest claims more room.

SS

The frequent caller

Suspicious Steve

Sees lies everywhere. Feed him a few honest claims and let his suspicion cost him HP.

MM

The card counter

Memory Mike

Tracks public reveals and grows dangerous late. Change patterns before he builds a clean read.

GG

The risk taker

Gambler Greg

Bluffs boldly and reacts to streaks. Expect volatility instead of a stable threshold.

GK

The chaos pick

Goblin King

Wild, noisy, and strategically questionable. Probabilities help, but certainty is a trap.

RJ

The precise one

Royal Judge

Calm and probability-led. Weak tells rarely move the Judge; card evidence does.

The AI may know

Its own hand · displayed claims · revealed cards · public HP · discard count · deck size · completed side matches.

The AI never knows

Your hidden hand · your unrevealed played card · secret deck order · future random outcomes.

Build your match

Rulesets, modifiers, and arenas

Casual Mode lets you choose the opponent, arena, base rules, and compatible optional modifiers.

Classic

The standard duel

Deck
52
Hand
5
HP
5
Damage
1
Quick Table

A compact match

Deck
32
Hand
4
HP
4
Reveal
0.8s
Long Game

For memory players

Deck
52
Hand
6
HP
8
AI think
0.4s

Optional modifiers

Double Goblins

A second cosmetic goblin burst follows every public claim.

Fast Turns

Shorter AI thinking and faster presentation.

High HP

Kings begin with twice the selected ruleset HP.

Low HP

Kings begin with half the selected ruleset HP.

Double Damage

Bullshit outcomes deal twice the selected ruleset damage.

No Side Matches

Patterns are recorded, but no side match interrupts play.

Comedy Only

No side matches and much more cosmetic comedy.

Classic Mode

A neutral modifier with no additional adjustments.

Chaos Mode

Fast turns, double damage, double goblins, and frequent comedy.

ArenasTavern · available presentationCastleForestDungeonPirate ShipVolcano

Castle, Forest, Dungeon, Pirate Ship, and Volcano are selectable placeholders that currently use the Tavern table presentation.

Beyond the core duel

Special systems, clearly separated

These systems add presentation or bounded interruptions. The bluff result remains authoritative.

01

Special card

Reset Card

One Reset Card is appended to a match. When played, it consumes itself, combines the undrawn deck and discard, clears revealed-card and pattern history, resets card ownership and claims, then shuffles the rebuilt deck.

The fire, drunk goblin, flask, panic, and bucket business is presentation after the reset has already completed.
02

Pattern

Matching Square

A Matching Square occurs when each player’s latest two real cards share one rank across all four cards. The game detects the authoritative ranks after normal resolution and consumes that pattern history.

This can trigger the currently implemented side match unless No Side Matches is active.
03

Side match

Russian Roulette

Six chambers, one hidden loaded chamber, alternating identical trigger pulls. Neither side knows the loaded position. The losing King takes the side match’s damage, then the paused card turn resumes exactly where it stopped.

Poker, Coin Flip, Dice Roll, Reaction Test, Arm Wrestling, Chess, Memory, and Rock Paper Scissors are future placeholders—not active modes.

Face-card presentation

When royalty lands,
the table notices.

Royal actors are brief, pooled presentation characters. They never replace the played card or delay the authoritative result.

J

Jack

Acrobatic entrance · 11 goblins

Q

Queen

Graceful entrance · 12 goblins

K

King

Sword salute · 13 goblins

A

Ace Champion

Golden entrance · 14 goblins

Tiny goblins mishandling a barrel near a candle while one arrives with a spoon

The Goblin Engine

A civilization that happens to surround a card game.

Goblins inspect, carry, follow, drop, watch, celebrate, panic, misunderstand, and recover. Their little stories can combine, but they always yield visual priority to cards, Kings, and UI.

  • Displayed value controls spawn count—not the hidden card.
  • Up to 240 pooled goblins can be active without constant creation.
  • Every behavior is cosmetic and cannot affect who wins.
  • Reduced Motion removes excess bob, lean, and emergence movement.
See the spawn chart ↓

Public claim → crowd size

How many goblins leave the card?

Only the displayed claim crosses into the Goblin Engine. A hidden Four shown as King produces thirteen goblins.

A1422334455667788991010J11Q12K13

Controls

Made for clear decisions.

Play a card
Drag from Your Hand to the central table.
Answer a claim
Select Believe or Call Bullshit.
Skip presentation
Space, Enter, or the equivalent accept control where supported.
After a match
Restart Match or return to Main Menu.

Player settings

Tune the table to you.

Display
Fullscreen, window size, VSync, and frame-rate cap.
Audio
Master volume.
Accessibility
Reduced cinematic motion and optional screen shake.
Persistence
Settings are saved between launches on this device.

Questions from the table

Rules clarifications

The answers below describe the current playable build, not future campaign or multiplayer plans.

Can I play a card that does not match the claim?+

Yes. That is the central bluff. Any legal card from your hand may be placed; the opponent sees only the required claim until a challenge reveals it.

Does suit matter?+

Not in the current core rules. Suits identify physical cards, while rank determines whether a claim is truthful.

Does Believe prove the card was honest?+

No. A believed card stays hidden and enters the discard pile without revealing its real rank.

Can the AI see my hidden card?+

No. Opponents know their own hand, public claims, revealed cards, HP, deck and discard counts, and public match history only.

Do goblins change the result?+

Never. Goblins cannot deal damage, alter cards, change turns, influence AI, or affect randomness. They are a cosmetic civilization.

What happens when the deck runs out?+

The existing discard is reshuffled as needed. Hidden cards remain hidden information unless another system legitimately revealed them.

Are every arena and side match finished?+

No. Tavern is the current authored arena. Several arena and side-match names are extension placeholders and are clearly marked as future content.