Bangquet: a turn-based bluffing game at a table of two to four survivors
peek. lie. level the gun.
2–4 survivors · one live parcel · no second round
Briefing
One crate. One grenade.
Bangquet seats two to four survivors around a table in the wasteland and puts a crate between them. Every parcel in it is sealed. Every parcel but one is survivable. You draw, you look, and nobody else does.
What happens next is the whole game. Tell the truth and be disbelieved. Lie and get frisked. Level a revolver at the survivor opposite and demand they draw instead — the cylinder might be loaded, and it might be empty, and only you know which. The grenade goes to whoever runs out of nerve first.
The table
Read the room, not the cards
First person, across the table, in the dark, with Raider, Doc, Scav and Raven for company. Everything you know comes from three places: the parcel in your hands, the kit you were willing to spend, and the survivor who just told you the box is clean.
The kit
What you can bring to bear
Information is the only real currency at this table, and every piece of it costs something to buy.
The box
Sealed parcels, drawn blind. One holds the live grenade; the rest hold whatever the wasteland saw fit to pack. If you dislike the odds, you can put a round through the box instead of reaching into it.
The scope
Preview the next parcel before anyone else touches it. The knowledge is only worth what you can make the table believe.
The frisk
Search a survivor and expose an empty gun. A bluff survives exactly until someone is willing to pay to check it.
The sandbag
Absorbs a blast that was meant for you. One-time insurance against one very bad draw, and no help at all with the next.
The revolver
Level it and name a demand: draw from the crate, surrender the kit, or forfeit the turn. Loaded or empty, the demand looks identical.
House rules
The terms of the table shift between sittings. Learn the new rules fast, or lose to them before you have read them.
The standoff
Comply, jam, or call it
Every raised gun opens the same four-step exchange. Nobody at the table can see the cylinder, and everybody has to decide anyway.
- Level the gunPick a survivor and name the demand — hand over, you draw, or sit out. Nothing about the cylinder is public, and nothing about your face has to be honest.Cost: your turn
- ComplyThe target does as told: draws from the box, surrenders an item, or forfeits the turn. It is the cheap way out, and it walks the grenade one step closer to them.Cost: position
- JamThe target fouls the weapon and buys the turn back. It costs them something. It costs you more.Cost: kit, both sides
- Call itThey refuse and force the issue. If the gun is loaded, they wear it. If it is empty, you either spend ammunition or back down in front of the whole table.Cost: ammunition, or standing
Ways to sit down
Alone, or against people
Solo
Full runs against AI survivors, each with their own tells, appetite for risk and willingness to be caught lying.
1 playerOnline PvP
Cross-platform tables against other players. Bluffs land differently when there is a person on the other end reading you back.
2–4 playersGuided entry
Tutorials walk the crate, the kit and the standoff before you sit down somewhere it counts.
TutorialFrom the table
Captures
Tap any frame to enlarge.
Requirements
Minimum spec
As listed on the store page. Figures are provisional until release.
Windows
- CPU
- Ryzen 5 3600
- Memory
- 8 GB RAM
- GPU
- GTX 1060
- Storage
- 500 MB
macOS
- CPU
- Apple Silicon / Intel Core M
- Memory
- 8 GB RAM
- GPU
- Integrated
- Storage
- 500 MB
SteamOS / Linux
- CPU
- Ryzen 5 3600
- Memory
- 8 GB RAM
- GPU
- GTX 1060
- Storage
- 500 MB