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Fluff box art
2018 Ranked #8,418

Fluff

A bluffing dice game has players bid on hidden dice totals and challenge claims to outlast rivals. Peeking supports bold bids, but an incorrect challenge costs dice and leaves fewer chances to recover.

Bluffing Dice Betting and Bluffing Player Elimination

Players

2-4

Play time

20-30 min

Age

8+

Complexity

1.25/5

Rating

6.64

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1โ€“5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Clever and crafty, this liar's dice experience is an evolution on the classic bluffing game. Fluff features palm-fitted rolling cups for poker-style peeking, and critter-adorned dice for "wild-style" play to inspire bolder bidding.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Clever and crafty, this liar's dice experience is an evolution on the classic bluffing game. Fluff features palm-fitted rolling cups for poker-style peeking, and critter-adorned dice for "wild-style" play to inspire bolder bidding. Fluff up the bids, or challenge the calls. Be the best fluffer to outlast the other cast of characters. Each player places dice in their cup and gives them a good shake. Take a peek at the dice. Your goal is to "call" the total number of a particular dice across all the hands at the table. So the first player places a bid, such as "I think there are 4 threes across all hands." Player to the left increases the bid or calls. You can only raise the value of the last bid by either increasing the value or quantity. So if I'm the next player, I can say 5 THREES, or keep the quantity the same and raise the value to 4 FOURS. Your other option is to call "Fluff!" on the existing bid. Say I bid "9 FIVES" and you have no fives. You might think I'm bananas, so you call "Fluff!" All players reveal their dice. If there are 9 FIVES or more, you would lose a die. If there are fewer than 9 FIVES, I lose a die, and I'm sad. You may also call "Fluff!" when it's not your turn, but you will lose two dice if you're wrong and the bidder still loses only 1 if you're right. It's risky and frisky! When you lose a die, set it aside for all to see, and start fresh with a new roll. The person who lost the die starts the next round with the opening bid. When you lose your last die, you're out. Now you're sad, too. Play continues until only one player has dice left. That player wins and may celebrate in any way they choose. So be the best fluffer to outlast the other cast of characters.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2โ€“4
Best with
2
Play time
20โ€“30 min
Age
8+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

1
(Uncredited)

Artists

1
Kendra Harrington

Publishers

1
Bananagrams, Inc.

Linked items

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