Contents
Welcome to Bluffing Joker!
Bluffing Joker is an exciting racing card/board game that can be played by 4, 6, or 8 players. The main objective of the game is to successfully get all your team’s pegs back to your home base before your opponents do.
In this game, players team up and form partnerships. Depending on the number of players, there will be two teams of 2, 3, or 4 players. Each teammate sits between two opponents, creating an exciting and competitive dynamic.
Getting Started
To set up the game, you will need a board. The board layout may vary depending on the number of players. If you have a versatile board, it can accommodate any number of players by designating specific areas for each player count. For instance, in a 4-player game, a 4-sided board is used. In a 6-player game, a 6-sided board is used, and in an 8-player game, an 8-sided board is employed.
For an 8-player game, you will need 4 decks of cards and 8 jokers. For all other games, 3 decks of cards and 6 jokers are required.
So here’s how it goes! First, I’ll pick my favorite color and arrange my colored pegs in the starting area. That’s where the colored circles are usually located. Alright, now onto the dealing part. We randomly choose a dealer, and from there, it shifts to the left for each new deal. The deck is shuffled, and the player on the dealer’s right gets to cut it. Exciting stuff!
Now, the dealer deals each player a hand of 5 cards. The remaining deck is placed at the center, forming the draw pile. And here we go, ready to start the game!
Now, About the Cards
Let’s talk about these cards, they’re pretty important. In this game, they’re what we use to move our pieces around. And each card moves our pegs differently, keep that in mind.
If I want to move my pegs from the starting area, I need either an Ace or a face card. They do the trick! And when I use an Ace, it lets me move one of my out pegs one space along the track. Nice and simple.
Now, get this – a King, Queen, or Jack? They’re special! When I use one of these beauties to move a peg along the track, it zooms ahead by a whopping 10 spaces. That’s some serious progress!
When playing the game, you will use cards to move your pieces along the track. Certain cards have specific effects that can either help or hinder your progress.
The cards with values 2, 3, 4, 5, 6, 9, and 10 allow you to move your piece a number of spaces equal to their numeric value.
If you have a card with a value of 7, you can choose to either move one piece forward 7 spaces or move two pieces a total of 7 spaces.
There is a card with a value of 8 that will move your piece backward 8 spots along the track.
Finally, the joker card is a wildcard that can be used to move any of your pegs, even ones in the starting area, into a spot occupied by another player, whether they are an opponent or a teammate.
GAMEPLAY
The game begins with the player to the left of the dealer and proceeds clockwise. On your turn, you will draw up to 6 cards and select one to play facedown in the discard pile. Then, you will make a move and advance your piece along the track.
When playing the game, all cards are placed face down. The cool thing is, the player who plays the card gets to say it’s any card they want! Now, here’s where it gets interesting – the player’s opponents have a chance to question whether they’re telling the truth or not. This starts with the player to the left of the active player and goes around in a circle. If no one doubts the player’s declaration, then nothing special happens. But if someone does, things get exciting! The active player then moves their peg based on the card they declared.
When it comes to playing a game called Doubt, there are a few important rules to keep in mind. Let’s take a closer look at how this game works and what you need to know to play it properly.
In Doubt, a player can either be correct in their doubt or the declaration they’re doubting will have been truthful. If the doubting player was correct, their team gets to choose one of the active player’s pegs that are not in the start or home area and sends it back to start. This also ends the active player’s turn.
If the active player doesn’t have any pegs out on the board, then the doubting player has a special option. They can choose to have an extra turn after their next one to try to gain an advantage.
However, if the active player was truthful with their declaration, they also have a choice. They can send one of the doubting player’s pegs back home, or if the doubting player doesn’t have any pegs out, they can have an extra turn after their current one is over. In addition to these options, they also get to move their peg forward according to the card they have.
Playing Doubt requires strategy, quick thinking, and careful observation. By following these rules, you can have an exciting and challenging game that will keep you on your toes. So gather your friends, set up the board, and let the fun begin!
If you have a card that can legally move your peg along the track (excluding a joker), you have to play it. If you don’t have a card to play for movement, you can discard one card into the discard pile and draw another from the draw pile. This will end your turn.
To get out of your start area, you need to play an ace, King, Queen, Jack, or Joker. All of these cards, except the joker, will move one peg from your start area to the peg hole just outside of it called the “come out” space.
When playing the game, there are a few important things to remember. First, you can’t land on or pass over your own peg. However, you can pass over or land on pegs belonging to other players. Passing over a peg doesn’t do anything, but if you land on another player’s peg, you get to move it.
If the peg you land on belongs to an opponent, it gets sent back to their starting area. On the other hand, if it’s a teammate’s peg, it gets sent to their “in-spot” (which we’ll talk about later). There’s just one catch – if that spot is already occupied with a peg of the same color, you can’t move it, and the whole move is off.
Another thing to note is that you’re never required to play a joker. If you choose to play one anyway, you follow the same rules mentioned above for landing on another player’s spot.
When I play this board game, I have to move my pegs around the board until I reach my “in-spot” and my home area. The “in-spot” is a hole right in front of my colored home area, just off the track. If I’m forced to go past my “in-spot,” I have to go around the entire board again or use a card to move back behind it.
To get into my home area, I need a card that will move me past my “in-spot” a certain number of spaces. But keep in mind that I have to move my peg all the way to the back of the home area. If I don’t, the other pegs can’t move past it.
Once all my pegs are in the home area, I’m finished. On my future turns, I can help move the pegs of my teammates on the left who still have pegs to move home.
The game is over!
The game comes to an end when a team manages to get all their pegs into their respective home areas. And that team is the winner!