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.

🕵️ Deduction 🃏 Cards 2+ players

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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

  1. Turn 1: Ana claims Treasurer and takes +3 favors. Ben challenges. Ana reveals the card; Ben must discard and draw a replacement.
  2. 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.
  3. 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.
  4. 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.
  5. Final: Only Cleo and Dan remain. Cleo wins by lasting longer; Dan is eliminated first and scores lower.

Strategy tips

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

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.

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