Boardroom Bluff
Bluff your way to the top of the org chart.
Boardroom Bluff is a high-stakes bluffing game of corporate intrigue — a quick game of hidden roles where the real skill is reading your rivals, risking on the cards you hold (or don't), and knowing when to call a bluff. Every claim can be challenged, every block can fail, and a cool head under pressure beats a lucky hand.
Objective
A claim-and-challenge bluffing game of corporate intrigue. Each turn, claim a role's power move — collect favors, grant from the pot, sabotage a rival, or exploit faction politics — and everyone else decides whether to call your bluff. Last player standing wins.
How to play
- Each player secretly holds 2 influence cards and starts with 2 favors (1 in a 2-player game). On your turn, either take a base action (Collect: +1 favor, always legal) or claim any role's power move, whether or not you hold that card.
- Treasurer claims +3 favors and blocks Grant. Enforcer steals up to 2 favors from a target (blockable by Enforcer or Diplomat). Diplomat draws 2 cards, you keep any mix of your hand and the draw, then return 2 cards (blocks Shakedown). Saboteur pays 3 favors when you declare it; the target loses influence (refunded if your bluff fails). Guardian blocks only Sabotage.
- Grant: claim +2 favors — no claim needed, blockable by anyone of the opposite faction claiming Treasurer. Showdown: pay 7 favors, target loses an influence immediately. Forced once you hold 10 or more favors.
- Factions: Management 👔 and Workers 🛠 alternate around the table. While both exist, you can't target your own faction with Showdown, Sabotage or Shakedown, and can't block their Grant. Switch Sides costs 1 favor (self) or 2 favors (target) to the Office Pot. Embezzle claims you hold no Treasurer and takes the whole pot — anyone may challenge.
- Challenge any role claim: if the claimer reveals the card, the challenger loses an influence; if not, the claimer loses one. Caught bluffers refund costs (Saboteur gets 3 back). Blocked actions fail and costs are not refunded. Losing your last influence eliminates you. The game ends only when one player remains.
Scoring
No running score during play — only the final elimination order matters. The last player standing wins; others score by when they were eliminated, earlier eliminations scoring lower.
Example round
- Turn 1: Ana claims Treasurer and takes +3 favors. Ben challenges. Ana reveals the card; Ben must discard and draw a replacement.
- Turn 3: Cleo claims Enforcer and steals 2 favors from Dan. Dan claims Diplomat to block. Cleo challenges the block. Dan can't prove Diplomat; he discards and redraws. Cleo's Enforcer takes effect.
- Turn 5: Carlos claims Grant for +2 favors. Esther (opposite faction, holding Treasurer) claims Treasurer to block the Grant. Unchallenged, Carlos gets nothing and Esther's claim stands.
- Turn 8: With 10 favors, Ana is forced to Showdown. She targets Ben for 7 favors — he loses an influence card. Later, Ben claims Saboteur against Cleo; she claims Guardian to block. Ben challenges the block, wins, Cleo discards, and Ben's Sabotage costs him 3 favors.
- Final: Only Cleo and Dan remain. Cleo wins by lasting longer; Dan is eliminated first and scores lower.
Strategy tips
- Watch the table for tells — players who hold Treasurer tend to play cautiously early; players with Guardian or Diplomat often take bolder risks.
- Bluff your power moves only when the table is paying attention to someone else; a claim on a quiet turn draws suspicion faster than one buried in action.
- Save your challenges for the highest-stakes moves; wasting a challenge on a base Collect action gives away your suspicion that the player is bluffing.
- Block claims sparingly — every block you make reveals that you're holding a specific counter-role, which skilled players will note for later turns.
- Favors are a means to an end, not the end itself: a huge pile of favors with only 1 influence card left is worse than a single influence with no favors.
Best with
Boardroom Bluff shines with 3–6 players, where table reads and grudge matches are tight and memorable. The deck scales with the table — 3 copies of each role up to 6 players, 4 up to 8, 5 up to 10 — so bigger tables get more bluffing material rather than a thinner deck. Head-to-head at 2 players is elegant: players alternate factions, start with 1 favor each and 2 hidden cards, and the dynamics shift dramatically when factions converge to free-for-all. Works equally well for players who love psychological games and for those who just enjoy the corporate satire.
Variations
- Agree to a 'no discussion' rule where players can only communicate through their actions — no table talk lets the silence speak volumes.
- Start in the Auditor variant instead of the default Diplomat deck. Every Diplomat becomes an Auditor, which exchanges one card instead of two, can Audit an opponent to inspect a card of their choice and force a redraw, and blocks Shakedown in the Diplomat's place — a sharper, more aggressive table.
- Track who holds which revealed roles across a multi-round session and award a bonus to whoever successfully predicted the most opponent cards.
- Run a second match with factions reset and a different starting seat. The first seat's faction is drawn at random, so the same lineup can split Management and Workers differently each time — worth a rematch once players have read each other.
FAQ
Can I claim a role I don't hold?
Yes. Bluffing is core to the game. If you claim a role and someone challenges, you must reveal the card or lose an influence. If challenged while truthful, the challenger loses influence instead.
What's the difference between a blocked action and a challenged one?
Challenge resolves a role claim — both sides risk influence. Blocking prevents an action from taking effect — if the block is challenged and fails, the original action still happens.
When does Saboteur cost kick in?
You pay 3 favors when you declare Saboteur, before anyone responds. If challenged while bluffing, you get the 3 favors back.
Can I target my own faction?
Not with Showdown, Sabotage, or Shakedown — not while both factions are present. Once everyone shares one faction, all targeting is free-for-all.
What happens when I hit 10 favors?
You must Showdown on your next turn. No choice — that's the rule. It forces the endgame before favor hoarding becomes unstoppable.
What are Switch Sides and the Office Pot?
Switch Sides pays 1 favor (or 2 to flip someone else) into the Office Pot, the pot in the middle of the table, and moves that player to the other faction. It can't be blocked or challenged. Embezzle claims you hold no Treasurer to sweep the whole pot — challenge it, and a wrong challenge costs you influence.
Is there a turn timer?
No. The round ends only when one player is left standing, or when the host ends it. If someone goes quiet mid-question, the host can pass on their behalf after 30 seconds — which declines a challenge or block, or picks a card for them at random.
What does the Auditor variant change?
It replaces every Diplomat in the deck with the Auditor, which exchanges 1 card instead of 2, can Audit an opponent to see a card of their choice and force them to redraw it, and blocks Shakedown in the Diplomat's place. The card an Auditor inspects is shown to the Auditor alone — nobody else at the table ever sees it.