The setup
Every player gets 6 cards. Three cards go face up on the table to start; the rest becomes the draw pile.
In Tom’s Time Bluff the clock never stops. Play the honest hour, bluff your way through it — and beware, sometimes the Time Vortex turns every hand at the table upside down.
Tom’s Time Bluff is coming to Kickstarter. Leave your email and we will send you the campaign link the moment it goes live — so you can back the first print run and play it before anyone else.
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Tom’s Time Bluff is a strategic bluffing card game for the whole family. Your goal is simple: be the first to get rid of every card in your hand. Each turn you pick one of three piles, lay one card face-down as the next hour, and cover it with any face-up card. If the hidden card is wrong and someone catches you, the whole pile comes back to your hand.
Master the art of timing and deception in three steps: set up, bluff, challenge.
Every player gets 6 cards. Three cards go face up on the table to start; the rest becomes the draw pile.
The face-down card must be exactly one hour later than the card below it — after 12 comes 1. Have it? Play it. Don’t have it? Bluff.
After the turn, every following player may challenge the face-down card. If it was wrong, the card player takes the whole pile. If it was right, the challenger takes it.
The rulebook explains everything, and the explainer video is on its way. Either way your table is ready in one sitting.
Printable PDF, your language. One read-through and your table is ready.
62 cards: 48 clock cards, 2 joker hourglasses, 10 partner cards (2 of each effect) and 2 cuckoo clocks.
12 cards · hours 1–12
Classic alarm clocks for your everyday deception
62 cards in total
Download the rulebookTom’s Time Bluff started as a question at one kitchen table in 2024: what if the hourglass decided who had to lie? Two years and many, many prototypes later the whole family plays it every week — and we are getting ready to put it in your hands.
We are not only game developers — we are a family around this table. Here is what each of us thinks of Tom’s Time Bluff after a hundred rounds.
“A hand is worth exactly what the table believes it is. I have never laid one down that I was not proud of.”
“Counting cards is half the game. The other half is watching which hand somebody reaches for first.”
“Sixty-two cards and only four of each hour. After ten rounds I know your deck better than you do.”
“When I get caught my face gives me away before the card is even turned over. Every single round.”
“I have never won a round the honest way, and I have never once been sorry about it.”
Short answers before the first deal — everything else lives in the rulebook.
If several call at once, the next player clockwise has priority. Their call counts — everyone else stands down.
15 minutes for a tight 2-player match, up to 45 minutes for 6-player chaos. 30 minutes is the sweet spot.
No card is drawn. The round ends immediately for everyone — then everyone counts their hand: 1 point per clock card, 5 per joker, partner card or cuckoo clock.
Yes — and we recommend it for a first game. Leave the partner cards out and the deck becomes pure bluffing.
Bluff it away. It always stays on the table, and holding one means you cannot win the round.
Absolutely. Bluffing is not only about covering cards you are missing — holding back a strong card is one of the deepest tactics there is.
Tom’s Time Bluff is in the works. Leave your email and we will let you know as soon as it can be ordered — and send you the Kickstarter link the day it goes live.
No payment now · No spam · Unsubscribe anytime