Bluff Cup

Liar’s Dice roguelite · Windows · Android · iOS

Bluff Cup

Five dice under a cup, a table of rivals who remember how you bid, and one word that ends every round: Liar! Out-bluff eight tables in a row to clear a run — and bend the odds on the way with charms and loaded dice.

5Dice each
8Tables a run
6Rivals
5Bosses
40Charms
10Loaded dice

In development — coming to Steam, the Microsoft Store, Android and iOS

Three rivals at a teal dice table under circus lights: a crowned showman lifting his red cup, a hooded figure with an eye patch, and a scowling old man in a bowler hat
Three of the rivals, and one cup already lifting

What it is

The oldest bluffing game, against opponents who read you

Liar’s Dice is simple: everyone rolls in secret, then you take turns claiming how many of a face are on the table. Bluff Cup puts you against rivals that reason about your bids the way a person would, and builds a run around them.

They read your bids

Every rival keeps a picture of the dice you might hold and updates it with each bid you make. Bid big on fives twice and they will start to believe you — or start to wonder. The best of them learn how often you bluff.

They never peek

The AI is never given your dice. It knows only what a player at the table would know: its own cup, the bids, and anything a charm or a boss rule shows it. After every reveal the game shows what the caller expected, so you can see it reasoned.

Every run plays differently

Between tables a shop sells charms and loaded dice. A die with two sixes, a glass die everyone can see but that counts twice, a charm that peeks under a rival’s cup — the same rules, new decisions every run.

One tense moment, often

A round takes under a minute and ends with the cups lifting one by one while the count climbs. Then somebody loses a die. Lose all five and your run is over.

Bosses that bend the rules

Tables four and eight are duels against a boss with a rule of its own: ones are not wild, it sees one of your dice every round, it starts with seven dice, or it copies the last charm you used.

One daily run, the same for everyone

A new run each day: the same rivals, rolls and shop for every player, against the hardest AI, with one attempt. Finish it and copy a result line to show how far you got.

How a round goes

Roll, bid, raise — until someone says Liar!

  1. Everyone rolls under a cup

    You see your own five dice and nobody else’s. Ones are wild: they count as whatever face is being bid.

  2. Bid on the whole table

    Claim how many of a face are under all the cups together — “four fives”. Each player in turn must raise: more dice, or the same number of a higher face. Bidding on ones halves the count; leaving them doubles it, plus one.

  3. Or call Liar!

    Think the last bid is too high? Call it. Every cup lifts and the dice are counted. If the bid was short, the bidder loses a die; if it was there, you do.

  4. Or call it exact

    Calza: any player but the last bidder can say the bid is exactly right. Be right and you win a lost die back; be wrong and you lose one.

  5. Win the table

    Last player with dice wins. You collect gold — for the win, for each die you kept and for every correct Liar! — and spend it in the shop before the next table.

The odds line appears on the Beginner tier only. Intermediate and Expert leave the arithmetic to you.

The rivals

Six regulars, each with a way of lying

A table starts with one rival and grows to three as the run goes on. Each personality bluffs, trusts and calls differently — and on the Expert tier they also learn how you play.

The Clerk

The Clerk

Cautious. Bids what it holds and calls only on near-certain lies.

Rarely bluffs
The Sailor

The Sailor

A loud raiser who bluffs early and hardly ever calls.

Bluffs a lot
The Widow

The Widow

Patient. Lets you raise, and waits for the bid that goes one too far.

Calls often
The Twins

The Twins

At a crowded table they bid in tandem, pushing a face between them.

Middle of the road
The Gambler

The Gambler

Swings between extremes — timid one round, reckless the next.

Unpredictable
The Professor

The Professor

Learns your habits fastest, and adjusts how much to believe you.

Adapts to you

And five bosses

Two of them meet you in every run, one at table four and one at table eight, always one-on-one.

The Purist

The Purist

Ones are not wild at this table.

The Watcher

The Watcher

Sees one of your dice every round.

The Gambler, as a boss

The Gambler

May raise twice in a row.

The Miser

The Miser

Starts with seven dice.

The Mimic

The Mimic

Copies the last charm you used.

Hover over a rival, or tap one, to see the face it makes when its bluff is called.

The shop

Forty charms and ten loaded dice

Between tables the shop offers three charms and one loaded die, for four to eight gold each. You can hold five charms; a loaded die replaces one of your fair ones for the rest of the run.

PeekSee one die under the cup on your left.Information charm
Steady HandReroll up to two of your dice before your first bid.Dice charm
Double DownA correct Liar! call takes two dice instead of one.Pressure charm
Second WindThe first die you lose at a table comes back after the next round.Safety charm
Poker FaceRivals learn less from your first bid each round.AI charm
Read the RoomSee how many of a face a rival expects, after it bids.AI charm
SixerTwo sixes and no two.Loaded die
Glass DieYour rivals can see it, but it counts as two dice.Loaded die
Lead DieRolls a one twice as often, and never a six.Loaded die

Charms come in seven kinds — information, dice, pressure, safety, economy, AI and rules — and each kind has its own shape as well as its own colour. New charms and dice join your pool the first time a shop shows them.

Ways to play

A run, a daily, and three kinds of opponent

The run

Eight tables, rivals growing from one to three, bosses at four and eight. Saved after every move, so you can stop at any point and pick it up later.

The daily run

The same seed for everyone, on the Expert tier, one attempt a day. A streak for keeping up, and a result line to share.

Three tiers

Beginner shows the odds of every bid. Intermediate rivals update what they believe. Expert rivals learn your bluffing rate and play the last few dice from a solved table. Expert opens once you win on Intermediate.

A three-minute lesson

A scripted first table against The Clerk teaches bidding, raising, wild ones, Liar! and Calza, and can be replayed from the menu.

Winning unlocks four more starting characters, each with a charm or a die of their own, and fifteen achievements unlock cup and dice skins. Progress adds variety, never power. Larger text, reduced motion and separate sound and music switches are in Settings.

What it will cost

Paid on PC, free on phones with one unlock

No coins for sale, no energy, no loot boxes. Gold is earned only by winning tables, and skins only by playing.

Free on Android and iOS

The whole game

  • Every table, rival, boss, charm, loaded die and tier
  • The daily run, the tutorial and every achievement
  • Lose your last die? A short video takes one back — once per run
  • One free shop reroll per shop, after a short video
  • An advertisement when a run ends — never during a table

Bluff Cup is still in development; the details above describe the game as it is being built and may change before release. There is no real-money gambling anywhere in it. See the privacy policy for exactly what the game collects and what stays on your device.

Contact

Get in touch

YellowGames — Bluff Cup is made by one person, and that person reads the mail.

rrudmanis@hotmail.com

Questions, press, or a rival you are sure was cheating — all the same address. For a run, say which day or which seed it was.