Inspiration

Buckshot Roulette

A psychological game inspired by Russian roulette, where players and the AI take turns making high-risk choices. Each turn could trigger a hidden bullet. Players may act blindly or use tools to inspect or manipulate the chamber. The more information you have, the safer your decisions; the less you know, the greater the pressure.


Yujin's Skill from Sanguosha

Yujin can play a face-down card and claim it to be a specific type. Other players may choose to challenge him. If someone challenges and is wrong, they lose the ability to question Yujin again, making his bluffs more likely to succeed in the future.

What is my game like

  • This is a turn-based, two-player psychological strategy card game focused on bluffing, risk management, and resource control. Players begin with a fixed hand of six cards—Attack, Bluff Attack, Defend, Bluff Defend, Weak Defend, and Insight—and use a resource called Will to play them. Each round, players alternate roles as attacker and defender.
  • At the heart of the gameplay lies the bluff system, where players can fake powerful moves using Bluff Attack and Bluff Defend cards to conserve resources or bait the opponent. If the opponent fails to detect the bluff, the bluff card functions like a real one, granting a tactical or economic advantage. However, if the bluff is exposed through an Insight button or Insight card, the consequences can be severe—such as taking reflected damage or failing to block an attack.
  • Players must weigh each move carefully: overusing Insight wastes resources, while misjudging a bluff can cost the game. The result is a deeply strategic duel where victory belongs to the most cunning and composed player.

Detailed Game Rules

  • Basic Setup:
    • Number of Players: 2 
    • Win Condition: The game ends immediately when a player's HP drops to 0. The other player wins.
    • Initial State: 3 hp per player, 3 will per player
    • At the start of each turn, each player gains +2 Will (max 5)
  • Card and Hand Setup
    • Each player has a fixed hand of six cards (no drawing): Attack, Bluff Attack, Defend,  Bluff Defend, Weak, Defend Insight (card)
    • Each player also has access to an Insight Button, usable once per turn, costing 1 Will.
  • Will (Resource): Will is required to play cards and serves as a way to disguise a player's intentions. 
  • Card Effects and Costs
Card TypeEffectCost (/will)
Attack Deals 2 damage3
Bluff Attack Unexposed: acts as a normal Attack (2 damage)
Exposed by button: 1 damage
Exposed by a card: attacker takes 2 reflected damage, defender takes none
2
DefendBlocks 2 damage2
Bluff DefendUnexposed: blocks 2 damage
Exposed by button: blocks only 1 damage
1
Weak DefendBlocks 1 damage0
Insight (card)Can only be used when defending
If the opponent plays Bluff Attack: reflects 2 damage and blocks all damage
2
Insight Button Challenges the opponent’s card authenticity and weakens exposed bluff cards
Cannot be used with Insight card in same turn
1


  • Turn Flow: Each turn consists of the following steps. Players alternate roles as attacker and defender
    • Attacker plays one attack-type card (or chooses to skip) 
    • Defender responds with a defense-type card and may activate the Insight Button 
    • Attacker chooses whether to use the Insight Button 
    • Resolve card interactions and apply results 
    • Both players gain +2 Will (max 5) and swap roles

Design Inspiration – The Value of Information

A core concept behind this game's design is how access to information reduces entropy and sharpens decision-making:

  • Insight: In each round, players must act based on limited knowledge. The uncertainty about the opponent‘s move or remaining Will creates high entropy, making choices riskier. However, if one can infer or deduce the opponent’s remaining Will—a hidden but critical variable—they gain a decisive edge.
  • Bluff: Bluffing is not just a mechanic—it is a way to manipulate the opponent’s perceived entropy. By acting unpredictably, a player can increase the opponent's uncertainty; by reading intentions or tracking resources, they reduce it.

In essence, the one who controls information controls the game

Improvement?

Currently, the second player is controlled by an AI driven by a carefully designed and rigorous decision-making logic. The AI estimates the opponent's expected Will and makes calculated choices accordingly, simulating rational play within defined parameters. While this provides a solid strategic challenge, it cannot fully replicate the psychological tension that arises in human-versus-human interactions,  where unpredictability and layered bluffing often turn the tide.

  


StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorshellyZhang
GenreCard Game
Made withGameMaker

Leave a comment

Log in with itch.io to leave a comment.