I’m Right You’re Wrong Review

A very casual approach to screwing your friends.

A light card game that is trying to be an argument for 2-5 players, 10-15 minutes. Prototype featured.

Video published July 16th, 2022

 
 

This is a sponsored review.

Overview & How to Play

I’m Right, You’re Wrong. Just say that phrase out loud, that’s fun.

Anyways, in this game, you want to be the last one standing, where players must have a card to play on their turn, or they’re out. Players start with 5 cards in hand.

On each turn, all you do is draw a card from the center deck, then play a card. Cards can help you, hurt opponents, or allow you to set secret traps for later. This ‘helping’ or ‘hurting’ is all through the lens of the cards in players’ hands, which is basically their life points.

That’s it! Players just take turns of playing one card each clockwise around the table, until there is one player alive, who wins.

Pros

This game is all about the 3 colors of cards: Green, Yellow, and Red. There’s a good diversity here, where colors each do something different, and you actually never want to load up too much of one color in your hand.

The Green cards are just good for you! Like you can draw more cards.

The Yellow cards are traps against your opponents!

The Red cards are the attack ones, where you can prevent others from playing cards, potentially losing them the game!

Red attack cards essentially add on another lose condition onto the game, where players are always watching for what type of Red card their opponents will play on them. This makes hand management even more fun, as players anticipate what types of attacks will be thrown against them, and what card they need to play to survive out of that.

 
 
 

Light strategy continues with how when players lose a card, that card gets returned to the bottom of the deck, meaning that someone will draw it eventually! When this happens for Red cards, you can start predicting what other players’ hands will look like late game. Card counting!

Overall, this is just a relatively carefree, light card smacking frenzy of one action each, that facilitates this simple goofy fight: I’m Right, You’re Wrong.

Cons

A big clarification needed was WHEN someone loses the game, since there are a lot of situations where someone would have no cards in hand, but then draw a card promptly after. We assume that the trigger to lose the game happens at the end of someone’s turn. The rulebook also just did not hold up very well to our stress testing, like the weird rule of “if you break any rules you lose”. But then what does it mean exactly to break a rule, like if you forget to draw a card, are you breaking a rule?

Then, games are definitely past the 5-10 minutes listed on the box, at least with bigger groups. This is because killing blows just cannot really be delivered early, where players need time to set up the killing blows. In games of 4-5 players, games will typically run until the deck runs out completely, and a sudden deathmatch occurs.


Don’t play to win, rather go down with your friends kicking and screaming with the red cards. This is currently a tier above Exploding Kittens in complexity.


 

Recommender Score

Daniel’s Personal Score

Ashton’s Personal Score

 

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