Cards Against Humanity

(Self-Published), (Web published), Cards Against Humanity LLC · Board game · 2009
4–30 · best 6 30 min Weight 1.2/5
rating Ludopedia
5.7 rating BGG
STEP BY STEP

Game Objective

Prepare for laughs, embarrassment, and maybe a little shock! In Cards Against Humanity, your goal is to be the funniest player – or, at least, the one who has accumulated the most points. You'll do this by completing hilarious (and often offensive) phrases with the most absurd and unexpected cards you can. Each round, one player chooses the funniest combination, and whoever played it earns a point. The game continues until you decide to stop, but the objective is always the same: make the Card Czar laugh (or squirm) more than anyone else!

Setup

Setting up Cards Against Humanity is super simple and quick. Follow these steps and get ready for fun:

  1. Shuffle the white cards (the answer cards) and the black cards (the question or "fill-in-the-blank" cards) separately.
  2. Place the piles of white cards and black cards face down in the center of the table, within everyone's reach.
  3. Each player draws ten white cards. This will be your starting hand.
  4. The person who most recently picked up cards (any type of card, not necessarily from the game) will be the first Card Czar.

Gameplay Turn

A turn of Cards Against Humanity is quick and full of laughs. Here's how it works:

  1. The Card Czar Draws a Black Card: The Card Czar draws a black card from the pile and reads it aloud to the group. This card can be a question or a phrase with a blank space to be filled in.
  2. Everyone Answers: The other players, using the white cards in their hand, choose the answer they find funniest or most appropriate for the black card read. They pass their chosen white card, face down, to the Card Czar.
    • For "PICK 2" cards: Some black cards will show the instruction "PICK 2". In these cases, each player plays two white cards in combination. Order is important, so play them in the sequence the Card Czar should read them.
    • Gambling: If you have more than one white card you think might win, you can wager one of your points to play an additional white card. If you win the round, you keep your point. If you lose, the point you wagered goes to the player who won the round.
  3. The Card Czar Chooses the Best Answer: The Card Czar shuffles all the received white cards to ensure anonymity. Then, they read each combination aloud to the group. For dramatic effect, the Card Czar should usually reread the black card before presenting each answer. The Card Czar then chooses the white card (or combination of cards) they found funniest.
  4. Point for the Winner: The player who played the white card chosen by the Card Czar receives a point.
  5. New Round: After the round, a new player becomes the Card Czar (usually the player to the left of the previous one). All players draw white cards from the pile to have ten cards in hand again. The game continues with the new Card Czar drawing a new black card.

End of Game and Scoring

Cards Against Humanity has no fixed end, which means the fun can last as long as you want! The game usually ends when the group decides it's time to stop. Scoring is simple:

  • Each time your white card is chosen as the funniest by the Card Czar, you earn a point.
  • The winner is the player with the highest number of points when the game ends.

There are some "House Rules" that can alter the end and scoring:

  • Happy Ending: When you want to stop, play the black card "Make a three-line poem" for a ceremonial closing.
  • Serious Business: Instead of just one point, the Card Czar ranks the top three cards: 3 points for the best, 2 for the second, and 1 for the third. The winner is the mathematically funniest!

Tips for Winning

To excel in Cards Against Humanity and become the master of politically incorrect humor, consider these tips:

  1. Know Your Audience (and the Card Czar): The key to winning is understanding the Card Czar's sense of humor. Some prefer more shocking humor, others more intelligent, and some like pure absurdity. Adapt your white card choices to the taste of whoever is judging the round.
  2. Don't Be Afraid to Take Risks (and Gamble): The funniest white cards are often the most unexpected or those that border on the absurd. Don't hesitate to play that card that makes you laugh alone, even if it's a bit "too much." If you have a strong hand and a black card that inspires you, use the "Gambling" rule to wager a point and play an additional white card. It's a risk, but the reward can be worth it!
  3. Manage Your Hand and Swap Cards (if allowed): Although the manual doesn't detail how to swap cards during the main game, the "Reset the Universe" house rule allows players to swap white cards to have ten again, at any time. If you have a hand of cards you don't like, suggest this house rule to the group. A fresh hand can be the difference between boredom and victory! Additionally, the "I Never" rule allows you to discard cards you don't understand by confessing your ignorance to the group. Use this to get rid of useless cards.
Rules videos

In English

OFFICIAL RULEBOOK
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