Rulebook

How to play

The full rulebook: setup, your turn, calling a bluff, special cards, scoring — plus printable PDFs in three languages.

Overview

Tom’s Time Bluff is a strategic bluffing card game for 2-6 players. The deck holds 62 cards: 48 clock cards showing the hours 1-12, 2 joker hourglasses, 10 partner cards (2 of each effect) and 2 cuckoo clocks. The goal is to be the first to get rid of every card in your hand. Sometimes you play honest. Sometimes you bluff.

Explainer video (coming soon)

The explainer video is being cut right now. Everything it will cover is already written down below.

Video coming soon

Setup

Shuffle the deck and deal 6 face-down hand cards to every player. Lay 3 cards face up next to each other on the table. Put the remaining cards face-down beside them as the draw pile. Play runs clockwise, and the player to the left of the dealer starts. If a special card is dealt face-up during setup, one more card is dealt face-up.

Card back, printed with the Tom’s Time Bluff logo

On your turn

  1. 1 Play the cards. The card player picks one of the 3 piles and lays 2 hand cards on it. The 1st card goes face-down and must be exactly one hour later than the card below it — after 12 comes 1. Do not have it? Then you have to bluff.
  2. 2 The 2nd card goes face-up on top and may show any hour — it sets the new time for that pile.
  3. 3 Draw. If the card player now has fewer than 6 cards in hand, they draw one card from the draw pile and the turn is over. Forget to draw? You have to draw 2 cards in total as a penalty, instead of one.
  4. 4 Play continues clockwise. Is the draw pile empty? Nobody draws and the round ends immediately for everyone. Bluffing is always allowed — even when you are holding the card you need.

Challenges & bluffs

After the card player has drawn, every following player may call the bluff and have the face-down card turned over. If several call at once, the next player clockwise has priority. If nobody calls, play simply continues. a) Bluff caught: if the card shows the wrong hour, the card player takes the whole pile — and the challenger may lay one hand card face-up on the now empty pile space. b) No bluff: the card was correct, so the challenger takes the whole pile — and the card player may lay one hand card face-up on the now empty pile space.

Special cards

Joker hourglass card

Joker / Hourglass (2 in the deck)

Jokers stand in for any hour and may be played as a face-down card or as the face-up cover. A joker also replaces the matching clock card when a partner card is played. Each joker left in hand at the end = 5 penalty points.

Cuckoo clock card

Cuckoo clock (2 in the deck)

The cuckoo clock belongs nowhere. It shows no hour at all and has to be bluffed away. It always stays in the game — it never leaves the table. With a cuckoo clock in your hand you cannot win the round. Each cuckoo clock left in hand = 5 penalty points.

Partner cards (10 in the deck, 2 of each)

For an easier first game you can leave the partner cards out of the deck. A partner card is always played in combination with its matching clock card: two face-up cards at once, first the partner card, then the clock card on top. If you have fewer than 6 cards afterwards, you draw from the draw pile as usual — then the effect fires, and only then can the bluff be called. Partner cards can never be played alone. A joker can stand in for the matching clock card. If you cannot lay a matching clock card, bluff the partner card away — or draw a card from the draw pile. Each one has its own effect:

The Time Vortex is played with any normal clock card of your choice, face-up. Its effect: every player passes all their hand cards to their neighbour — whoever played the Time Vortex decides whether hands pass clockwise or counter-clockwise. Laid open as your very last card, the hands are passed before scoring, so the winner is the player who has no cards left after the swap. Each Time Vortex left in hand = 5 penalty points.

Broken alarm clock (Partner card)

“Broken” / Alarm clock — every other player’s alarm clock is broken: all of them must take an extra card.

Snooze digital radio alarm (Partner card)

“Snooze” / Digital radio alarm — too early for your neighbour: the next player takes a card and misses their next turn.

Beam Smartwatch (Partner card)

“Beam” / Smartwatch — the smartwatch beams one of your hand cards face-down to a player of your choice, so you shed four cards in this turn.

Jungle grandfather clock (Partner card)

“Jungle” / Grandfather clock — overgrown and chained: the face-down card underneath cannot be challenged this round.

Time Vortex partner card

“Time Vortex” / with any clock card — every player passes their whole hand to a neighbour; whoever played it chooses whether hands go clockwise or counter-clockwise. Played as your last card, hands are passed before scoring.

What's in the box

Click a card type to see it. 62 cards in total.

End of the round & scoring

The round ends when a player lays down their last hand cards without being caught bluffing. No more cards are drawn — but the bluff can still be called: was it a bluff, that player takes the pile and play continues; was it honest, the challenger still takes the pile before scoring. The round also ends immediately when the draw pile is empty. Then every player counts their hand:

  • Each clock card = 1 penalty point
  • Each joker, partner card or cuckoo clock = 5 penalty points
  • Play the Time Vortex as your last card and the round goes to whoever has no cards left after the swap

The game ends as soon as a player reaches 50 penalty points. The player with the fewest penalty points has won.

FAQ

Download the rulebook

Rulebook

Printable PDF, your language. One read-through and your table is ready.

Also available in DE ES

Download the rulebook PDF · print-ready

Join the first print run

We will let you know as soon as Tom’s Time Bluff can be ordered — plus the Kickstarter link and the occasional product update. No spam, unsubscribe anytime.