Games / Palace Intrigue

Play Palace Intrigue, the bluffing card game

Claim any role you like. Just hope nobody calls your bluff.

Palace Intrigue is a short bluffing card game for 2 to 8 players. You hold two face-down role cards and a couple of coins. On your turn you take coins, pay to knock a card out of someone's hand, or claim a role and use its power. You never have to hold the role you claim. Anyone can challenge, and whoever is wrong loses a card.

Lose both cards and you are out. The last player with a face-down card wins, which usually takes 10 to 25 minutes. It is a good fit for groups who like reading faces and keeping a straight one. Here every player answers claims at the same time, bots have their own bluffing styles, and a mask on your buttons warns you when an action would be a bluff.

Why play Palace Intrigue here

How to play Palace Intrigue

  1. Take your seat

    Open Palace Intrigue and host a table for 2 to 8 players, or practise with bots. Everyone gets two face-down role cards and 2 coins.

  2. Pick one action

    Take 1 coin as income, take 2 as aid, pay 7 to overthrow a player, or claim a role and use its power. You may claim a role you do not hold.

  3. Use a role

    The Magnate takes 3 coins, the Poisoner pays 3 to remove a card, the Corsair steals 2 coins and the Envoy swaps cards with the deck. The Bodyguard blocks poison.

  4. Answer claims

    When someone claims a role, everyone else chooses Allow, Challenge or Block at the same time.

  5. Settle a challenge

    If the claim was true, the challenger loses a card. If it was a bluff, the bluffer loses a card and the action fails.

  6. Be the last one standing

    With 10 or more coins you must overthrow. Lose both cards and you are out. The last player with a face-down card wins.

Tips

Screenshots

A four-player table where the bot Rook claims the Magnate to tax 3 coins, and the action bar offers Allow or Challenge.
Rook claims the Magnate. Allow or challenge?
A Truth stamp over the table after a challenge, showing Rook really had the Magnate and the challenger loses a card.
The challenge fails: Rook was telling the truth
The player's turn with one card lost, and an action bar of Income, Aid, Overthrow, Tax, Poison, Steal and Exchange, with masks marking the bluffs.
Masks mark the actions that would be a bluff
The final table with three players out and Rook marked as the winner, holding the last face-down card.
Rook rules the court
The game over screen with Rook in first place as last one standing and the order the other players were knocked out.
Final standings and the night's scoreboard

Palace Intrigue questions

How do you play Palace Intrigue?

Each player has two secret role cards and some coins. On your turn you take one action: collect coins, pay 7 to overthrow someone, or claim a role and use its power. You can claim roles you do not have. Other players can challenge or block. Lose both cards and you are out, and the last player standing wins.

Is there a free bluffing card game I can play online with friends?

Yes. Palace Intrigue is free on Deal & Roll. Host a table, share the code or invite link, and friends join from any browser. You do not need an account or a download. Bots can fill empty seats so you can play with just two or three people.

What do the roles do?

The Magnate takes 3 coins and blocks aid. The Poisoner pays 3 coins to make a player lose a card. The Corsair steals up to 2 coins and blocks stealing. The Envoy draws 2 cards, keeps what it likes and blocks stealing. The Bodyguard blocks a poisoning aimed at you.

What happens when someone challenges?

If the claim was true, the card is shown, shuffled back and replaced, and the challenger loses a card. If it was a bluff, the bluffer loses a card and the action fails. Losing a card means turning one of yours face up, and it stays on the table for everyone to see.

Can I play with 2 players?

Yes. Palace Intrigue works from 2 to 8 players. In a 2-player game, the head-to-head handicap (on by default) gives the first player one coin less. With 7 or 8 players the deck grows to five copies of each role and the treasury gets bigger.

Do the bots bluff?

Yes. The table can choose honest bots that rarely lie, cunning bots that bluff when the odds look good, reckless bots that bluff and challenge freely, or a mix. They also challenge claims that look unlikely given the cards already face up.

What variants can I turn on?

You can change the starting coins, add the Interrogator in place of the Envoy, play with rival factions who cannot attack their own side, hide exact coin counts with secret purses, use a grand court with 25 cards, and decide whether the Poisoner's fee comes back when a poisoning fails.

If you like Palace Intrigue