Games & Activities Beginner

Parcel Bluff

A short bluffing card game against Rooty, Captain Cove and Peek. Pack a parcel, swear it is what was ordered, and decide whether to believe theirs. Count the 24 cards, learn each character's habits in your Notebook, and win to unlock the next opponent. 5 matches a day.

Updated Sep 22, 2026 5 views

You and a MiroTown character run a parcel depot. Every delivery comes with an order — Snacks, Toys or Books. The sender packs 1 to 3 cards face down and swears they are all what was ordered. The receiver decides whether to trust the parcel or open it. Catch a lie and you score; open an honest parcel and you hand the sender a bonus.

The cards are pretend cargo. Nothing from your Backpack is ever at stake.

Where to find it

How a match works

  • 8 deliveries, four each, played in pairs: both of you send under the same order, then hands refill from the stockroom.
  • Each of you holds up to 5 cards. The whole game has exactly 8 Snacks, 8 Toys and 8 Books (24 cards).
  • Sending: tap the cards to pack, then send them as the order. Any wrong card in the parcel makes it a bluff.
  • Receiving: Trust it or Open it. You cannot see inside until you open it.
  • Swap: instead of sending, trade one card for a fresh one from the stockroom. Your opponent scores 1 for the delay. Nobody is ever forced to bluff.
  • When the stockroom runs dry, hands stop refilling and shrink for the last deliveries. A player with nothing to send skips, and the other side scores 1.
  • Most points after 8 deliveries wins. Every parcel that was trusted is opened at the end, so you always find out who was fibbing.
  • An unfinished match can be picked up where you left off; one left alone for 48 hours is abandoned and pays nothing.

Scoring a delivery

OutcomeSenderReceiver
Trusted1 per card1
Opened, honest1 per card plus 10
Opened, a bluff02

So a big honest parcel is great, a big bluff is tempting, and opening everything backfires against an honest sender.

Reading the table

  • Card count. The strip under the table tallies the cards you can see: your hand, cards you sent and every opened card. If your opponent claims more of a type than are left unaccounted for, the claim cannot be true. Open it.
  • Habits. Every opponent does a little something when handing over a parcel, and one habit slips out more often when they are fibbing. Which one is for you to work out.
  • Notebook. Every time one of your opponent's parcels is revealed, during the match or in the unpacking at the end, your Notebook records which habit went with an honest parcel and which with a bluff. It carries over between matches, so each character gets easier to read the more you play.
  • Tells and habits are shown as text, never by colour alone, and the coach through your first match can be switched off or back on with the Tips button.

The opponents

Beat an opponent once to unlock the next one. They get sharper as you go: the top of the ladder counts cards and adjusts to how often you bluff.

OpponentStyleWinDrawFirst win bonus
Rooty, Keeper of the Garden ShedPatient, honest to a fault — and not very good at hiding it.90 MPC45 MPC150 MPC
Captain Cove, Keeper of the Treasure TroveLoves a big parcel and a bigger story. Counts cards, in a pirate sort of way.130 MPC65 MPC250 MPC
Peek, Host of Hide & SeekWatches everything through that spyglass and adjusts to what you do.180 MPC90 MPC400 MPC

A loss pays 15 MPC. Coins go through your usual boosts and the Daily Featured Game multiplier. Your active pet earns 30 XP for a win, 15 for a draw and 10 for a loss.

Stars

Each opponent has three stars to earn, nine in all:

  • Win — beat them.
  • Big Haul — win by 4 or more.
  • Sharp Eye — win having caught at least one bluff and opened no honest parcel.

Your stars show on the opponent cards and in the header.

Limits

  • 5 matches a day (VIP members get extra). Abandoning a match still uses the play.
  • Matches do not use free-play tickets.

Around the depot

The bottom of the page shows the latest finished matches, Today's Big Hauls (the biggest winning margin today, one entry per player) and the Star Collectors holding the most stars. On the day Parcel Bluff is the Featured Game, the Spotlight Prize Board pays out on Today's Big Hauls.

Tips

  • Start honest. A trusted honest parcel scores per card; a caught bluff scores nothing and gives away 2.
  • Big claims are risky for the sender too: if you can already see most of a type, a three-card claim of it is a lie.
  • Watch the Notebook fill in. A habit that has gone with three bluffs and no honest parcels is worth opening on.
  • A Swap costs your opponent's point, not yours — better than a forced bluff into a careful receiver.