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(Self-Published)

Cards Against Humanity

Out of stock
Regular price $39.00
Sale price $39.00 Regular price RRP $49.00

Cards Against Humanity is an adult party card game of shocking fill-in-the-blank answers for 4+ players, usually 30–90 minutes, with light rules and hand management, player judging and push-your-luck wagering. Recommended for ages 17+.

Players
4–30 players
Play time
1h
Age
Adults
Complexity
Easy
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About the Game

A typical round is gleefully awful: the Card Czar reveals a black question or fill-in-the-blank card, everyone else secretly submits white answer cards from a hand of ten, and the Czar awards an Awesome Point to the funniest horrible pairing before the judge role rotates. Rounds continue until the group agrees to stop, and the most Awesome Points wins. Play suits 4+ players, usually runs 30–90 minutes, has light complexity, and is recommended for ages 17+. Notable mechanics are hand management, player judging and a small push-your-luck wager, with some “Pick 2” prompts asking for two cards in sequence.

Supplied as a self-published base game, it uses the familiar judge-and-answer party format associated with Apples to Apples, but swaps in deliberately taboo adult humour. Expect jokes about awkward and taboo subjects rather than family-friendly prompts. No expansion, sequel or revised-edition relationship is established by the supplied sources.

History

Supplied as a self-published base game, Cards Against Humanity uses the familiar judge-and-answer party format associated with the popular Apples to Apples, but shifts it into deliberately taboo adult humour. The supplied sources do not establish an expansion, sequel or revised-edition relationship.

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Watch: How to play

Rules of Cards Against Humanity

  • Setup: Shuffle the white and black decks separately and deal each player a hand of ten white cards. Pick a starting judge, called the Card Czar.
  • Each round: The Card Czar draws and reads a black question or fill-in-the-blank card aloud.
  • Every other player secretly chooses the funniest white card (or cards) from their hand and passes it face down to the Czar.
  • Pick 2 prompts: Some black cards ask for two white cards—submit them in the order they should be read.
  • The Czar shuffles the submissions, reads each pairing aloud, and awards one Awesome Point to the funniest answer.
  • Wager (optional): Feeling confident? You may gamble an Awesome Point to submit an extra answer card—win and you profit, lose and the round's winner takes your point.
  • Players draw back up to ten white cards, the Card Czar role rotates to the next player, and a new round begins.
  • Game end: Play continues until the group agrees to stop; whoever holds the most Awesome Points wins.

Strategy

  • Read the room: The Czar picks the winner, so pitch to their sense of humour rather than your own.
  • Don't burn your strongest white card on a so-so prompt—saving it for a perfect fit usually pays off.
  • For fill-in-the-blank cards, check that your answer reads naturally in the gap; clunky phrasing rarely wins.
  • On Pick 2 cards, order matters—lead with the setup card and save the punchline for second.
  • Play your middling cards on weak rounds to cycle your hand and draw fresh options.
  • Use the Awesome Point wager sparingly, mainly when your answer clearly suits the judge's taste.
  • Shock value alone isn't a plan—the funniest pairing is usually the one that's specific to the prompt, not just the rudest card.