Critical Play: Bluffing, Judging and Getting Vulnerable…

Cards Against Humanity is a judging social/party game that was created by eight Highland Park High School students. It is a card game and decks can be bought from online or retail markets.

The target audience for Cards Against Humanity is adults, as the game involves risqué (but humorous) content that is not suitable for children. Players are encouraged to be funny, and the game often involves making absurd/hilarious combinations of cards in order to win.

Formal Elements: Cards Against Humanity is played with 2 or more players. Every round, one player takes on the role of “Card Czar” and chooses a black card with a text-free background. The Card Czar then chooses the winning combination after the other players choose a white card from their hand that they believe is the funniest or most ridiculous match for the black card. Additionally, players have the option to buy expansion packs, which bring new cards into the game and increase its replay value.

This game falls into the categories of fantasy and fellowship. It allows players to use their creativity and humor to make absurd combinations of cards, and it fosters social connection through laughter and friendly competition.

Cards Against Humanity distinguishes itself from its genre, which includes Dixit or Apples to Apples, due to its more irreverent humor. It is frequently viewed as being more mature/edgier than its competitors, which may appeal to some players but turn off others.

The game can be improved by adding game modes. For instance, in a “Story Mode,” players might use cards to create a narrative, or in a “Debate Mode,” they might use cards to make an argument or persuade others. This might give the game more depth and variety.

Cards Against Humanity does not require players to get very vulnerable. While players are encouraged to make risky moves that might be out of the norm in that social situation, they are not asked to reveal any personal information or share deep, personal thoughts. The game is more focused on making funny combinations of cards and competing with others, rather than on vulnerability which may have bred greater personal connection.

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