Table feel
Moderate level of direct and strategic confrontation with high interaction frequency. Limited emphasis on cooperation.
Dick is a party game in which you use direct quotations from Herman Melville's 1851 novel, Moby-Dick, to propose answers to mock-serious questions. It is a game about playing irreverently with words and meanings. In each round, one player serves as a judge and reads aloud a quest...
Players
4-30
Time
?-?
Age
18+
Weight
1
Rating
6.41
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency. Limited emphasis on cooperation.
The game offers a high level of variability with different experiences each time it is played. The expansions available add new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between accessibility and depth. Overall, the game has a strong replayability score of 7.7.
The final luck score for Dick: A Card Game is 4.67, indicating a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with the outcome primarily determined by player strategy and decisions, but with luck still playing a significant role.
Overview
Dick is a party game in which you use direct quotations from Herman Melville's 1851 novel, Moby-Dick, to propose answers to mock-serious questions. It is a game about playing irreverently with words and meanings. In each round, one player serves as a judge and reads aloud a question or fill-in-the-blank prompt from a green card. The other players submit white cards, each containing a verbatim quotation from Moby-Dick, as suggested completions for the prompt. The judge reads all the submissions aloud and chooses the best one, construing "best" however he or she sees fit. The winner keeps the green card, everybody replenishes their white cards, and the role of judge rotates to the next player. At the end of the game, whoever has the most green cards wins. The game depends on understanding the particular wit of the other players and strategically playing answers to appeal to each round's judge. The sheer irreverent weirdness (sexual and otherwise) of Moby-Dick is what makes the game exciting and hilarious.
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