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#bluffing
mud1888 · 2 months
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Good job lads
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tinyowlthoughts · 17 days
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The EC-Theobromine: Bluffing
There were many risks to exploring uncharted space. Unknown blackholes, near-invisible debris fields, hostile civilizations that had achieved space travel but had not yet been contacted by the Intergalactic Governing Body, pirates.
So. Many. Pirates.
Taurvin wasn't a big fan of pirates. Sure, he understood some of their motives - there were those who stole from the rich to give to the poor, or who attacked species intent on slavery and sapient experimentation to rescue the victims. But the majority were just, well.
To use a phrase from his new navigator, they were straight-up assholes.
And unfortunately, his ship was currently taken over by said assholes.
Five of them, to be precise. Normally his crew of nine could handle themself, especially with Lenzoill handling their security, but the bastards had taken them by surprise and used a blaster to Elaana's head to get them to cooperate. So there they were, eight of the best deep-space explorers the Intergalactic Exploration Committee had, kneeling (or the equivalent) before the pirates, limbs pinned behind them with cuffs, completely disarmed. 
Wait.
Ignoring the monologuing pirate captain, Taurvin glanced at his crewmates on either side and counted. Eight. Gorvan and Elaana to his left, Epitak and Dhaca to his right, Lenzoill and Quals slightly behind them, the former knocked out and leaning against the couch, while Ir'ith (who had mouthed off when they yanked out a handful of his feathers) glared daggers from the other side of the room. He'd been trussed up like a zagtul and was gagged, though that was doing little to stymie his attempts at cursing the pirates out. The one guarding him looked more amused than anything, which was likely the only reason the zad was still conscious. 
Still, that only came up to eight. Where was Max?
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Az was having an absolutely stellar day. His crew was meeting expectations, his first mate was being competent for once (even if he hadn't knocked that huffing, cursing zad out yet), and the IEC ship was theirs to plunder. Not that there would be much beyond rations - these types of ships weren't the goldmines the Elite Star Cruises were, but they always had some type of laboratory equipment on board that would fetch a good price on the blackmarket. All in all, a good catch, and not a drop of bodily fluid spilt!
"Uh, did I miss an email?" 
Every head in the room swiveled towards the large doors that led to the halls, revealing a ninth crewmember they had missed. It was upright, bipedal, with two legs and two arms, and a head with fluffy hair. It was wearing standard-issue IEC sleeping garments, down to the slippers, though there was a belt loosely thrown around its waist, a blaster in the holster at its side. As they watched, it opened its mouth wide. At first Az thought it was some kind of threat display, until it stretched its arms over its head and arched its back. A yawn - had the simpleton been sleeping while they captured its crewmates? Pitiful. 
"You," Az motioned to one of his crewmates - he couldn't remember her name - "Tie it up with the others."
"Yes sir." Crewmate nodded, reaching for the extra cuffs hanging from her belt. 
The newcomer scratched at its head as she approached. "What, not going to ask me to dinner first?" It pressed its hands to its hips and leaned back, creating a horrible cracking noise that shot through the room like thunder. The pirates winced, as did some of the hostages. "I keep telling them not to do that," muttered the captured Lepidae, her antennae curling tight in annoyance. 
Crewmate hesitated, glancing back at Az. Surely a motion that produced a noise like that should have broken its back? But the creature seemed fine, now swinging one arm across their chest, caught in the bend of the other, apparently - stretching? They switched arms, seeming to bounce a bit as they moved, and Az gave her an impatient glare. He didn't know what creature this was, nor did he care - it was an obstacle, and needed to be dealt with.
In the second they had taken their gaze off it, the interloper had drawn their blaster. It was unlike anything Az had seen before, made of some kind of blue metal - perhaps cobalt? Vanadium? - with brighter markings painted along the sides. The barrel was blocked by some kind of disc - he couldn't see down it for a projectile, nor could he see any kind of energy-concentrating device for a laser. A type of deterrent ammo, perhaps? One not made to kill, but instead drive away? Little good that would do - they had already captured the ship.
"I've gotta say, I'm not really a fan of how you're treating my friends." It bounced a bit on its heels. "Then again, this gives me an opportunity to use the latest in human technology!" It waved the blaster a bit, and Az felt his internal organs shudder. Human technology? He'd never met a human himself, but he'd heard of them. Great, hulking beasts woven of dense muscle, with teeth able to tear through flesh and bone and a penchant for destroying first and never asking questions. How did this scrawny thing get its hands on a human weapon?
Before Az could demand the crewmate take care of the bipedal thing, it fired. The projectile was not particularly fast, but it was silent - no hum of energy or blast of the more primitive explosive some species favored. A near-silent click, and then Crewmate screamed and ducked away. They hadn't been shot, however - the projectile had hit Az. Right in the chest. The disc had attached to his armor, and there was a long, thin rod sticking out of it. He reached up to snatch it off, but a 'tut' sound from the interloper had him freezing.
"Don't touch it," the bipedal advised, still holding the blaster as it gesticulated. "Skin contact with the probe will make it work faster."
"Work?" His first mate asked with a strangled sound. The zad at his feet had gone silent, and was looking between Az's face and the probe attached to his chestplate with wide eyes. With so much of his beak and face covered by the gag the captain couldn't make out his expression, but he assumed it was terror - identical to his first mates. 
"Mmhmm." The interloper beamed, looking proud of itself. "The disc - the part attached to your armor there? - is reading and calculating the material makeup of your form. Then, when it's settled on what will be most painful, the foam will be atomically altered into the most effective acid for destroying you and then be injected into your torso - or whatever fleshy part is closest - and eat you from the inside." It was still bouncing on its heels, looking excited. "I've never seen it happen in person, do you mind if I take notes?"
Az didn't respond - he was frozen, staring down at the probe sticking out of his chest, terror curling in his chest. This was what the humans were up to? Creating biological acid weapons? No wonder they were so widely feared! "Crewmate, remove it!" He turned to the woman, only to find her with her backing up, hands raised, cuffs clattering to the floor.
"N-no way! I don't wanna be digested!" She gasped. Az turned to his first mate, who had lost the usual green flush to his face and backed away as well. 
"If you really want to get it off, you'll need some really strong pliers. And probably some anesthetic. It'll be painful - you can't feel it, but the probe's wires have already drilled through your chest plate and into your skin. They're made to be sneaky," it waved the blaster. Az glanced back down at the probe and grimaced. The thing sounded outlandish, but the interloper spoke with such conviction that he couldn't doubt it. And there were more of the probes - he could see them in a clip attached to the blaster.
The interloper tapped his chin with the blaster. "We don't have anything strong enough on board, but-"
"Fall back to the ship." Az snapped, all seven hearts racing in his chest. His crew didn't argue, falling in line at his side. They stared at the interloper, who took a step to the side, leaving the door open. It didn't point the blaster at them, but kept it in hand, watching them carefully as they rushed out, heading towards the docking port. 
When Az glanced behind them, he saw it following at a leisurely pace, blaster still in hand. Not wanting to get a second probe to his back, he practically threw his crewmates into their ship and set about undocking and getting as far from the cursed ship as possible. 
It was not a good day. 
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Ir'ith was losing his gods damned mind. He fell onto his side, cackling and wheezing, fighting against the gag to get enough air to keep up the laughter. The ship shuddered as the pirates undocked, then Max was standing in the doorway, looking exhausted. 
"Max! Are you unharmed?" Taurvin demanded, using Gorvan to lever himself to his feet. It was a bit awkward with his hands cuffed behind his back, but he managed to stumble to the human. 
"I'm fine." The navigator waved him off with the hand still holding the blaster. Taurvin flinched back, not wanting to come into contact with one of the probes, which set Ir'ith off into another gale of muffled laughter. Max rolled their eyes and, before Taurvin could stop them, pointed the blaster at the zad and fired several rounds. The probe's bright-orange discs hit and stuck to Ir'ith's uniform, and one hit the bit of his beak that wasn't covered, giving him a blue growth in the middle of his face.
"No! Max, how could you?" Elaana cried, struggling frantically against her cuffs. "Don't worry Ir, I'll be right there! We can save you." 
"Wait, did he get hurt?" Max stuck the blaster in its holster and hurried over to Ir'ith before Taurvin could stop him. The human dropped to their knees and helped the still wheezing zad sit up before pulling off the gag. 
"I'm fine!" Ir'ith reassured the others. "The darts don't do shit, stop worrying." He turned slightly so Max could fiddle with the cuffs around his wrists. They were an older model, nice and rusty the way pirates liked it, and only required two buttons being pressed at the same time to release. It took a bit of effort, but then the zad was freely rubbing his wrists. 
"But Max said it was a new human weapon!" Epitak accused, wings fluffing up and hitting Dhaca in the face. The snallygaster, being only three feet tall, was knocked over on his tail. 
"Oh, the probe stuff?" Max reached out and plucked one of said probes from Ir'ith's chest. "This is just plastic and foam - no technology at all." They wiggled the probe in their fingers, then stuck it to Ir'ith's beak, giving him two blue horns now. Elaana made a worried squeak, but didn't protest when the cook didn't show any ill signs. 
Max moved to help Taurvin with his cuffs. Once the captain had his two arms free, he had to ask, "Max, what exactly is that weapon?"
The human grinned, pulling the blaster from their belt and wiggling it. "This? It's Nerf, or nothin'." 
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strautmaskreplica · 5 months
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Insatiable Cravings out NOW
INSATIABLE CRAVINGS is a two-player game about courting, bluffing, and meal-making, for ravenous Monsters and their hopeful Admirers.
Played with a standard deck of cards and some six-sided dice.
Enjoy the meal together. It might be your last.
AVAILABLE DIGITALLY NOW OR AS A BUNDLE WITH 5 OTHER WONDERCABINET CREATIONS
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One plays as the ravenous Monster, and chooses whether to eat  the meal or the meal-maker. 
One plays as the Monster’s Admirer, and chooses whether to cook something nourishing or deadly.
AT A GLANCE...
20 page A5-Sized Zine 
2 players
2-4 hours, single session
Requires a single standard 52-card deck and a few six-sided dice
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Insatiable Cravings is a roleplaying card game. Using a standard 52-card deck and some d6s, you’ll build a hand of cards that will either kill the other player’s character or blossom a relationship between the two. It’s a game of bluffing, courting, and finding the fastest route to their heart (through their stomach, of course).
Through playing scenes, you will build your hand of cards. In the scenes, you’ll have opportunities to get more cards, find out more about the other player's character, and tell a beautiful, vicious story. At the end of the game you’ll reveal your hand and your intentions.
Touchstones:
Beauty and the Beast
Romeo and Juliet 
The vampire fervour we all had in the aughts (and some of us still have)
WONDERCABINETS
I had the absolute pleasure of creating this game for the 2023 Wondercabinet Invitational: a collection of unique tabletop games made by a curated group of designers inspired by randomized collections of oddities and ephemera.
Among my oddities were an antique "Food and Drug" stamp, ads for vintage grocery stores, and a tooth. I found inspiration in the intimacy of sharing a meal with another.
Please check out all the amazing games we created for this project!
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theomnicode · 9 months
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King of bluffs
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If there is one thing King is very good at, it's being quick-witted and bluffing when his enemies seem to be always rolling Nat 1 in perception and insight checks. Despite his high level of anxiety, King is capable of very quickly making up complete bullshit reasoning to confuse, alarm and disrupt whomever he is facing down, either on complete accident when luck seems to be on his side or on purpose, like he does with Atomic Samurai and his disciples.
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It makes King seem far more believable when he layers factual truths, such as % composition of atmosphere with his made up terms, to make himself seem a lot smarter than the opposition and far more well-read and speaking with conviction is the reason why King's bluffing is very believable. None of them seem to have a google in hand just to fact check that most of these terms do not even exist.
Asking if any of them have heard of the made up reaction before, is to seed in more doubt and one of the ways King continues to crumble the opposition. He even called out Iaian in particular as the one who has the most 6th sense in any given situation and who is the most insightful one out of the swordsmen, probably to scare him so he wouldn't say anything.
King's anxiety seems to bring forth a masterclass in human psychology where he is capable of taking advantage of enemy insecurities, like how Atomic Samurai is easily fooled by a sharp, domineering persona because it does not appear that he is well-read in science. Someone like Genos who is highly intellectual on the other hand, would've called him out easily before he even started, so this kind of strategy wouldn't have worked on him for instance.
King's capacity to bluff has saved his skin quite many times, but also saved the skin of others, such as when he stalled Homeless Emperor and rest of the cadres from attacking for long enough that Zombieman, Metal Bat and Garou could take them out.
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If King was anybody else besides someone with a reputation of the strongest man on Earth, simply calling out that HE was standing on uneven ground would not have worked out as well as it did. King's reputation and his terrifying visage precedes him.
Not the first nor the last time King's bluffing has bailed him and other people out of trouble, though only after meeting Saitama does King seem to get the courage to use his bluffing abilities for others while risking himself.
King's ability to bluff and luck is borderline supernatural power, because someone with such high anxiety and loud heartbeat should not be able to operate as well as he does and I'm kind of inclined to think that maybe there is something to this man we don't yet know about. He may have a cheat code in hand.
Maybe he is unconsciously channeling his own Qi? We know Genos probably is, that's how he's able to to have an aura of power and how he put himself back together against Elder centipede.
Who says King does not have unlocked Qi, apparent source of special powers in OPM, as well and maybe he subconsciously activates his own latent abilities whenever under duress? King parallels Saitama with his imaginary powers as well.
Food for thought.
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(He really cuts a fearsome visage doesn't he? No wonder everyone fears King, he reminds people of Terrible Tornado)
But needless to say, King as an opponent is more terrifying the more terrified he himself is, which is one of the funniest type of ironies found in OPM.
Fake it 'till you make it, King.
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Me just casually interacting with top tier blogs as if we're besties in the hope they'll forget that actually we aren't.
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howifeltabouthim · 5 months
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If she feared nothing, why should she scream so loudly?
Anthony Trollope, from Phineas Redux
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sharpartsstudio · 2 years
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My first #Inktober2022 drawing done with a dip pen! I’d forgotten how much fun that can be, despite it taking muuuuch longer. Who’s #bluffing who? #Bluff #inktober #focusretreatcenter #inkdrawing #ink #western #poker #moleskine (at Focus Retreat Center) https://www.instagram.com/p/CkD9o_urItC/?igshid=NGJjMDIxMWI=
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otpcompendium · 2 years
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Civilians A and B met online, and are trying to have a good first date, but they’re also both secretly superheroes. When Villains C and D decide to attack the city, the two have to balance saving the world and keeping their date in the dark about their true identities, each trying to out-bluff to the other to keep their heroic identities hidden. 
Like my prompts? Leave me a tip!
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On Spinning a Good Yarn
by Benjamin Burns Ten days ago, Steve asked me, in the kind of oddly-specific-yet-simultaneously-open way that only Steve can, to write an article about my journey to becoming a good storyteller. To be honest, my immediate thought was that I’m not really that good of a storyteller. I can think of a dozen STs who have a better grasp of the rules than me. Certainly, if you read any of the comments on the No Rolls Barred Plays Blood on the Clocktower videos, you’ll learn that I am instead an incompetent, evil lizard-man from outer space, who is here to steal the sun.
So I spent the next week mulling it over, gathering all of the handy tips and tricks I’ve learned over the years. I was preparing to talk about how you should always double-check your grimoire at the end of the night phase, to ensure you haven’t missed anything. Or perhaps explore how certain combinations of characters can leave avenues of bluffing open for the evil team. But the more I thought about it, the more I realized that simply knowing the rules and having a bunch of strategies in your mind is not what makes a good storyteller. So here’s the story of how I became a ‘good’ storyteller.
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I first came into contact with Blood on the Clocktower in the summer of 2018. At the time, I was working as a freelance games journalist, trying to get my writing career off the ground, whilst also managing a board game cafe in the English city of Derby. One of our favorite things to do at that cafe was to wait until closing time, and invite anyone who was still there to join us for a lock-in. Then we’d grab a few beers and play social deduction games. Classics like Werewolf, Avalon, and even Cosmic Encounter would regularly see the table during those beer and bluff fueled evenings.
When the owners of the cafe announced we’d be going to the UK Games Expo, I decided to check out what cool stuff would be there and that’s when I saw this video on the UKGE’s website. I was utterly blown away. A social deduction game, like Werewolf, with no elimination, in which evil characters can cause good characters to get false information. Seeing it was like having some sort of switch flipped in my brain and I found myself wondering how I could ever go back to enjoying Werewolf again, now that this clearly superior set of mechanics existed. ‘It must be horrendously unbalanced or something’ I thought to myself. ‘There’s no way you can run a game like this without elimination.’
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So we rocked up to the UKGE and I immediately made my way to this tiny trestle table that housed Blood on the Clocktower’s little corner of the con. Sat behind it were two Aussies, who I’d later come to know as Evin and Sarah. I immediately started gushing to them about how cool I thought their game was, and how I couldn’t wait to check it out. In my excitement, it hadn’t actually crossed my mind that this game might be a very small, completely unreleased indie venture, by a bunch of total game-producing noobs. I just assumed it was an already established product that had passed me by somehow. Consequently, when I started fan-boying over them, they were completely taken aback and probably a bit terrified! Nevertheless, I came back to the booth over and over again during the weekend to keep trying out the game. By the end of the con, I was utterly converted and asked if I could get involved somehow. They were so delighted by how enthusiastic I was that they offered to send me a prototype copy. Thus began my journey from chubby, hairy nerd to chubby, hairy nerd who is also a storyteller.
In the following months I would run a bunch of games, mostly at our board game cafe. It quickly became apparent to me that I couldn’t treat Blood on the Clocktower as though it were Werewolf. By which I mean that I couldn’t simply be a referee or an adjudicator of some kind, disconnected from the activities of the players. Because the game requires input and mechanical decision-making from the GM, it can’t be run like a team sport or a competitive tabletop game, it needs to be a narrative, role-playing experience.
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It was generally the same group of people that played each week, so I began to focus almost exclusively on the social dynamics of that group. When announcing a death I wouldn’t simply say “Lydia died in the night”. I’d instead say something like “you’re all going to be shocked to hear this, but it looks like Lydia might not be on the evil team for the first time this month, because she somehow perished in the night.” I’d flap about like an idiot, waving my arms around as I spoke, raising and lowering my tone in a ham-fisted attempt at dramatic expression. And do you know what happened? Everyone had a good time…even when the game itself was crap, usually due to me screwing things up. I came to understand that, unlike every other game I was running, the role-playing experience in Blood on the Clocktower came not from playing the role which the game assigned you, but from the role which the group’s meta assigned you. Always-evil Lydia, through no decision of her own, had become the group’s megalomaniacal, evil genius. When she died in the night, it was our group’s micro-version of Darth Vader’s “I am your father” or (spoiler alert) Ned Stark’s execution. It surprised people.
I’ve often asked myself why that group always had such fun, particularly when so many other social deduction games have a reputation for being toxic and unwelcoming. I think it’s ultimately because my players were enjoying one another’s company at least as much as they were enjoying the game. They were humanized in each other’s eyes and that meant that, no matter how good or bad the game was, they were always going to have a good time. In much the same way that when you go out on a weekend, you’re not there just to drink beer, you’re not there just to listen to the music in the bar, and you’re not there exclusively to have a conversation with friends. It’s the combination of all of these things that you’re enjoying. So when the tunes are crap and the beer tastes like piss, you can still have a good time.
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By April of 2019, the game had experienced an insane Kickstarter campaign, having achieved almost 1000% of its funding goal. I felt like I could be more than just an enthusiastic fan, so I spoke to Steve about becoming a more permanent part of the team. Sure enough, I was welcomed in and started regularly running games at conventions.
Now it’s easy to ensure your players have fun when everyone knows one another. But at a convention you’ve got nine total strangers, all with different ideas about what makes a fun game, probably all with massively divergent expectations of the kind of social conduct they’re comfortable with. Yet you’ve somehow got to ensure they all have fun whilst arguing with one another and accusing each other of being deceitful liars. I don’t think many people appreciate just how truly difficult it is to be a GM at a convention.
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So I applied what I’d learned from my time running for friends. These people were not a group of familiar pals with a meta and an idea of each other’s personalities, so I simply decided to make them into that over the course of the game. “Good morning everybody” I’d say, as I pointed to Dave with his Metallica t-shirt on. “I’m afraid we’ve now learned for whom the bell tolls. It looks like it wasn’t the sandman who visited Dave last night!”
Now this might seem like a shit Metallica pun, from a circus clown, with an overrated sense of his own comedic genius. And that certainly is what it was (har har). But it served an important purpose. To the other attendees in my game, Dave was no longer just some stranger at a convention who happened to be playing with them. He had become Dave, the fan of heavy metal, the guy whose death made us all laugh. As for Dave, who sadly died first, something which could easily make someone with a less charitable personality upset. He now associated his death with a joke, with everyone smiling, and with the GM showing that he too enjoys a bit of thrash metal.
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Over the course of that game and many others I ensured that when I spoke to the players, it wasn’t about what was mechanically happening behind the grimoire, but on what was physically happening in the town square. I’d compliment people for boisterous and impassioned accusations, or logical and well-articulated defenses. I’d pull random players aside from time to time, to ask them if they were enjoying the game or if they had a theory on who the demon might be. To put it bluntly, I spent my energy on letting them know that I was having fun and that I wanted them to have as much fun as me. From my time touring in bands, I’d learned that in 99% of situations, if the band were clearly having fun, the audience would too. I’ve seen bands that could barely play their instruments, utterly captivate an audience, all because they were visibly having a blast. I’ve also seen absolute maestros totally tank on stage, because they were clearly not into what they were doing.
And therein lies the essence of good storytelling, or at least my peculiar version of it. It isn’t about knowing the rules, although that certainly helps. The main ingredient of good storytelling is right there in the name of the role. Spin a yarn, make your players feel invested in each other and in you. It doesn’t matter how you achieve this, and you’ll certainly find a way that works for you. My buddy Edd, for example, has created a Spotify playlist full of songs that relate to the game’s characters, such as ‘Poison’ by Alice Cooper and ‘Moonchild’ by Iron Maiden. He uses it to cover up the sound of him moving around during the night phase. Whenever I close my eyes and hear some cheesy song that is tangentially related to BOTC, blaring out, I’m reminded that this guy is having so much fun playing Clocktower that he sat down and created a 100 song playlist, exclusively for use during a 90-second portion of the game.
So…have fun, enjoy your players, and most of all, don’t worry. If you’re enjoying yourself and if they’re enjoying themselves, you’re doing absolutely fine!
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I assume we all know some stuff is just good ol fashioned fandom fun and not Real Takes On Canon and then a bullet whizzes past me that says “THE UNNECESSARY FEELINGS LINE CAN ONLY BE READ ROMANTICALLY” and as the Doppler effect fades out completely I realize that some people are, apparently, not on the same page
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azure-za-raid · 2 years
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Inktober Prompt #20: Bluff
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blackros78 · 1 year
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If you are going to bluff, make it a big one.
Amarillo Slim
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annrelia-arts · 2 years
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Inktober Day 20: Bluff
Just bluffing his way through life. Love him.
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hd-richard-blog · 2 years
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day 20 of inktober
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leomitchellart · 2 years
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Inktober 2022 no.20 - “Bluff” 🃏 
I admit I know sweet Fanny-Addams about poker, but I knew right away how I wanted this to look. ♣️ ♦️♠️♥️
☕️BUY ME A KO-FI
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