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Cards Against HumanityProduct image from current catalog data
Best for a Large Adult Group

Cards Against Humanity

By Cards Against Humanity

9.1Excellent matchFeature and use-case score

Five hundred white cards and one hundred black cards, rated 17 and up, for 4 to 20 or more players, from a publisher that describes it as a party game for horrible people.

  • Five hundred white cards and one hundred black cards, as version 2.0 with over 150 cards added
  • Four to 20 or more players, with simultaneous submissions so extra players add no waiting
  • Manufacturer recommended age of 17 and up, which is a content rating rather than a complexity...
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Best fitBest for a Large Adult Group
CategoryVacuum Sealers
BrandCards Against Humanity
Catalog score9.1 / 10

Product overview

Cards Against Humanity: What to Know

The content is the product and the publisher is entirely upfront about it: the first line of the listing is that this is a party game for horrible people. The manufacturer recommended age is 17 and up, and that is a content rating rather than a complexity one. Nothing about the rules is difficult; the cards are deliberately offensive, and that is what you are buying. Anyone deciding whether this belongs at their gathering should take the publisher at its word rather than assume marketing hyperbole.

With that established, it scales better than anything else in this guide. Four to 20 or more players works because submissions are simultaneous: one player reads a black prompt card, everyone else submits a white card face down, and the reader picks a winner. Adding a tenth or fifteenth player adds no turn order and no waiting, which is why it became the default large-party game.

The box contains 500 white cards and 100 black cards, which the publisher frames as maximum replayability and which is genuinely a lot of combinations. This listing is version 2.0, with over 150 new cards since the previous version. There is also a booklet containing what the publisher calls sensible game rules plus preposterous alternate rules, and the alternate rules are worth reading because several of them substantially change the game.

Two honest points. The humour has dated noticeably since the game's peak, and a deck written years ago reads differently now, which is a reason the publisher keeps issuing new versions and expansions. And the format rewards shock over wit, which some groups find tiresome after a couple of rounds; if that describes your room, Wavelength at the top of this page is the game to buy instead.

Key Listed Features

01

Five hundred white cards and one hundred black cards, as version 2.0 with over 150 cards added

02

Four to 20 or more players, with simultaneous submissions so extra players add no waiting

03

Manufacturer recommended age of 17 and up, which is a content rating rather than a complexity one

04

Includes a rules booklet with both standard rules and a set of alternate rules that change the game

Buying questions

Quick Answers

Why does it scale to twenty players?

Because nobody waits for a turn. One player reads the prompt and everyone else plays simultaneously, face down, so the round takes the same time with six players as with sixteen, apart from the reading out. Almost every other party game has a turn order, which is why their player counts cap around eight. The trade is that with a very large group each individual gets to read prompts rarely, so the judging role, which is the most enjoyable part, comes round slowly.

Are the expansions necessary?

Not initially. Six hundred cards in the base box is a large number of combinations, and the usual reason groups buy expansions is that they have memorised the cards rather than exhausted them. If you play a few times a year, the base set lasts indefinitely. If it becomes a regular fixture, expansions are the fix, and the publisher sells many, including themed and regional packs, all as separate products rather than inclusions.