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My Dungeon Boss: Never Lie box art
2017 Ranked #18,762

My Dungeon Boss: Never Lie

This bluffing game has coworkers secretly contribute cards toward shared projects, then claim what they played to earn the most credit. Calling a bluff or closing a case too soon can backfire, so judging both totals and honesty is vital.

Bluffing Hand Management

Players

3-5

Play time

20-30 min

Age

8+

Complexity

1.5/5

Rating

6.35

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.6/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In this uproarious "office-themed" dungeon crawler, you'll take on the challenging task of completing your bullying boss's assignments with the help (or hindrance!) from your fellow players! Each round, a Monster card (representing a project) is unveiled for all players to see.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In this uproarious "office-themed" dungeon crawler, you'll take on the challenging task of completing your bullying boss's assignments with the help (or hindrance!) from your fellow players! Each round, a Monster card (representing a project) is unveiled for all players to see. The value on the Monster card signifies the combined effort required from all players to finish the project successfully. Players take turns discreetly playing a "Battle card" face-down and declaring which card they've played (Stationery 1/2, Computer 1/2, or Absence Form). The catch is that other players can call out bluffs, verifying whether you've played the card you claim to have. Those who guess incorrectly or who are caught bluffing receive a "Cracked Credit" and must reveal their card without the opportunity to deceive. The round continues until someone believes that the overall contribution equals or exceeds the value on the Monster card, and they call to "close the case." All other players must then decide whether to "second that decision" or opt for "not quite yet." Once the choices are made, reveal all the Battle cards on the table to determine if the case is successfully closed. A successful closure means the player who initiated it receives the Monster card along with all the credit (VP) it holds. Players who "second that decision" also earn some valuable bonuses. However, if the attempt fails, the player who called for the closure faces penalty points! Can you navigate the "toxic environment" of this office dungeon, or even thrive amidst the web of lies and backstabbing (because you're skilled at it)? It's time to find out!

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Mechanism

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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.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
3–5
Best with
3–5
Play time
20–30 min
Age
8+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
C. C. Hung

Publishers

1
TWOPLUS Games

Linked items

No published linked games yet.