Critical Play: Judging and Getting Vulnerable…

Cards Against Humanity is a popular judging game known for its dark humor and potential for controversy. It involves players picking cards to answer questions or fill in blanks in the most humorous or provocative way possible. The game consists of black cards, which pose questions or prompts, and white cards, which provide a variety of humorous or offensive responses. I often play it with my college friends, this game can stir robust reactions due to its content, which can occasionally be viewed as offensive or even sexist.

The Role of Judging in the Game

In Cards Against Humanity, judging is central to the gameplay. One player, known as the “Card Czar,” reads a black card aloud, and the other players choose white cards from their hands that they believe best complete the prompt. The Card Czar then judges which white card’s response is the most appropriate, funny, or outrageous, and awards the black card to the winning player. This mechanic introduces a layer of strategic decision-making as players select cards that reflect their personality or tailor their choices to the Card Czar’s sense of humor and sensibilities.

For instance, I recall an instance where some friends chose cards referencing alcohol addiction, knowing that the selector had past issues with the subject. Fortunately, the individual didn’t take offense and passed over the moment lightly, but it highlighted how card choices could touch on sensitive personal experiences and affect interpersonal dynamics within the group.

Also judging affects the group dynamics. Players often reveal their personalities or views on the world through the cards that they choose. This leads to moments of bonding, discomfort, or even conflict depending on the group’s composition and the individuals’ backgrounds and sensibilities.

Cards Against Humanity also offers a “Family Edition,” designed to be more appropriate for younger players or family settings. This version adapts the content to remove offensive material, aiming to retain the fun and engaging aspects of the game while making it accessible to a broader audience. However, there is a lingering question about whether sanitizing the game’s inherently edgy content might dilute its appeal. The original version thrives on its shock value and the player’s willingness to push boundaries, and it’s uncertain if a tamer version will resonate similarly with its audience.

In conclusion, Cards Against Humanity uses a judging mechanic that creates a group dynamic and moves the game forward. While the Family Edition offers a more inclusive alternative, the fundamental appeal of Cards Against Humanity lies in its ability to challenge social norms and provoke thought, laughter, and sometimes discomfort for the players.

Sample black(prompts) & white cards(Responses)

I haven’t played the family version but I think it would address an important concern of families when they are playing the game. This prompted me to also consider variations of the two games that our teams are making. Maybe we can create two versions of the game so that each one would cater to the taste and atmosphere of different groups, therefore attracting more customers.

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