BluffForge
You can’t see their army. You can see how it moves. What will you believe — and why?
🌙 Plan your army →Before you start
How it works
- Hidden numbers. Each side hides its army. When two pieces meet, both turn over and the lower number goes home (equal: both). Puck the small one beats Ursa, the 10 — but only when Puck strikes first.
- 📒 The Belief Ledger. Tap a hidden piece and place a guess chip. It only sticks if your reason is true: it never moved, it ran far, it backed away from your piece. The app never tells you during the game. At the end, each chip warms or cools.
- 🗺️ Blueprint. Plan your setup, save it, and let the variety meter tell you (after ten setups — not before) whether you have a habit an opponent could learn.
- 🔏 Sealed setups. Both setups get a short seal at the start. At the end the app checks every strike against them. Nobody can rearrange an army mid-game.
The tacticians of Hollowmere
- 🐻 Ursa (10) and 🐺 Lupa (9) — the two biggest; worth protecting.
- 🐭 Puck — the smallest; the only one who can surprise Ursa.
- 🌿 Briar — the bramble; never moves. 🦡 Burdock is the only one who clears her.
- 🐇 Skipwell — runs far in straight lines, so moving far gives him away.
- Pricetag spends a small piece to learn what a big one is. Decoy sits still and guarded, like a Moonstone, and isn’t one. Bluster walks a small piece like a big one.
- Matchley knows equal pieces both go home. Fairwell stops endless chasing (three trips back and forth, then no more). Quillby keeps the Ledger honest. Draftsy runs the Blueprint studio.
More
- ⚖️ Rules Lawyer — is this chase legal? Twelve fairness puzzles.
- 👀 No Tells — can a screen give a secret away? Spot the scout on a careless screen, then on a fair one.
- 🌙 HollowPals — the eight-piece version for younger players (ages 6–8).
Meet the cast — the characters who teach this
-
Mosswick (Mentor, an owl) - asks which of their pieces has not moved, and what that is worth knowing -
Ursa The 10 - strongest piece; captured only if Puck strikes her first -
Lupa The 9 - next strongest; only Ursa beats her -
Puck The small one - loses to everyone except Ursa, and only when he strikes first -
Briar The bramble - never moves; sends any attacker home except Burdock -
Burdock The bramble-clearer - the only piece that can clear Briar -
Skipwell The runner - moves any distance in a straight line, so moving far gives him away -
Pricetag Spends a small piece on purpose to learn what a big one is - information has a price -
Decoy Sits still and guarded like a Moonstone and is not one - mischief inside the rules -
Bluster Walks a small piece as if it were big - a bluff both players agreed is part of the game -
Matchley Knows equal numbers both go home -
Fairwell Stops endless chasing - three trips back and forth between two squares, then no more -
Quillby Keeps the Belief Ledger honest - a guess only sticks with a reason you actually saw -
Draftsy Runs the Blueprint studio - varies every setup so no habit can be learned