2020 Puesto n.º 27239 en BGG

Debunked

2–5 jugadores 10–20 min A partir de 12 años 1.0/5 de complejidad 5.5/10 de valoración

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Debunked is a highly strategic card game of logic, reason and nonsense! There are two decks, one full of fallacious arguments, and the other full of everything else - which includes logic to debunk the arguments, ways to improve your hand (such as resurrecting a card from the discard pile), and, most importantly, ways to mess with your opponent (such as making them skip their go). It’s very simple to learn, but hard to master… like logic itself. There are 2 decks, 1 full of fallacious arguments, and 1 full of everything else. Place 1 argument in the middle and then deal 5 cards to each other. On your turn you can play as many cards as you like. For example, you could debunk two of the fallacies committed by the argument, discard a card from your opponent, and make your opponent skip their turn. Opponents may have cards which burn your logic or block your actions. Once the argument is fully debunked, players receive one point per fallacy they successfully laid, plus 1 point for the player who finished the argument, and then the next argument is placed in the middle (giving the player who finished the previous argument first dibs). The game ends when there are no more arguments to debunk, and the sweet song of reason finally echoes peacefully. The player with the most points wins and the player with the least points believes in anything and everything!

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Preparación

1. Separate cards by type: Actions, Arguments (Standard and God Mode), Fallacies, and Reactions. 2. Shuffle each card type into its own deck, or combine all into a single shuffled deck according to the chosen variant. 3. Deal each player a starting hand (typically 5–7 cards, confirm with chosen variant). 4. Place remaining cards face-down as the draw pile. 5. Determine the first player randomly or by agreement. 6. Play proceeds clockwise from the first player.

Flujo del turno

On your turn, you may take actions in the following order: 1. DRAW PHASE: Draw card(s) to replenish your hand. 2. PLAY PHASE: Play one or more cards from your hand. You may play an Argument card to put it into play, play Action cards for their effects, or play Fallacy cards against an opponent's active Argument to attempt to Debunk it. 3. REACTION WINDOW: After any card is played (by any player), the targeted player — or any eligible player — may play a Reaction card to counter it before its effect resolves. 4. END PHASE: Pass the turn clockwise to the next player. Reaction cards (Distract and Prevent versions) can be played outside your turn in response to opponent plays.

Puntuación y victoria

Most Debunked Arguments at game end wins. Tiebreaker: highest total Fallacies value across all Debunked Arguments. Fuentes de puntuación: Debunking an opponent's Argument by completing its Fallacy requirement, Debunking an opponent's Argument via the Hitchslap Action card

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Card play

A player plays an Argument card face-up in front of them to put it 'in play'.

When you play an Argument card, place it face-up in your play area. The card's Fallacies value (printed on the card) indicates how many Fallacy cards an opponent must successfully play against it to Debunk it. Standard Arguments have no version tag; God Mode Arguments share the same name and Fallacy count but have the 'God Mode' version tag granting additional properties.

Card play

Each Argument card has a Fallacies value of 2 or 3, representing how many Fallacy cards are needed to Debunk it.

Arguments with a Fallacies value of 2: From Beauty, From Ontology, From Truth, Kalam Cosmological, Pascal's Wager. Arguments with a Fallacies value of 3: From Experience, From Improbability, From Irreducibility, From Morality, Watchmaker Analogy. Both the Standard and God Mode versions of each Argument share the same Fallacies value.

Card play

An opponent Debunks your Argument by playing the required number of Fallacy cards against it.

On their turn (or as permitted by card effects), an opponent may play Fallacy cards targeting one of your active Arguments. Once the cumulative number of Fallacy cards played against that Argument equals its Fallacies value, the Argument is Debunked and removed from play. The player who completed the Debunk scores that Argument. Partially-played Fallacy cards remain on the Argument between turns unless a card effect removes them.

Special

God Mode Arguments are enhanced versions of standard Arguments with additional protective or powerful effects.

Each of the 10 Arguments has a God Mode counterpart (indicated by the 'God Mode' version tag). God Mode versions share the same name and Fallacies requirement as their standard version but are distinct cards with additional in-game benefits (e.g., resistance to certain Actions, enhanced effects when Debunked or defended). Both versions of the same Argument can exist in the same game.

Resource management

Fallacy cards are the primary resource used to Debunk opponent Arguments.

There are nine types of Fallacy cards with varying quantities in the deck: Anecdotal (2), Begging The Question (5), Black & White (4), False Analogy (2), False Cause (6), Non Sequiter (6), Personal Incredulity (5), Special Pleading (4), Unwarranted Assumption (9). Total: 43 Fallacy cards. Any Fallacy card type may be played against any Argument unless a card effect specifies otherwise.

Card play

Blasphemer Actions (Crusades, Jihad) force a targeted player to discard cards or suffer a hand penalty.

The two Blasphemer-version Action cards are Crusades and Jihad (1 copy each). When played, a Blasphemer Action targets an opponent and forces them to discard one or more cards from their hand or imposes a disruptive hand-management penalty. The exact discard count is specified on each card.

Card play

Censored Actions (Deplatformed, PC Police) silence or restrict a targeted player's ability to play cards.

The two Censored-version Action cards are Deplatformed and PC Police (1 copy each). When played, a Censored Action prevents the targeted opponent from playing a specific card type or taking a specific action on their next turn.

Card play

Discard Actions (Alternative Medicine, Brain Fart, Clunk) cause cards to be discarded.

The three Discard-version Action cards are Alternative Medicine, Brain Fart, and Clunk (1 copy each). When played, these cards cause one or more cards — from a hand, the play area, or the top of the deck — to be discarded, as specified on each individual card.

Informe estratégico

Prioritise High-Fallacy Arguments

Arguments requiring 3 Fallacies (From Experience, From Improbability, From Irreducibility, From Morality, Watchmaker Analogy) are harder to Debunk but take more of an opponent's resources. Playing them draws opponent Fallacy cards away from your 2-Fallacy Arguments, protecting your easier-to-keep Arguments.

Hoarding Prevent Reactions

With only 4 Prevent Reactions in the entire deck (Occam's Razor, Peer Reviewed, The Sagan Method, Useful PHD), holding one gives you enormous leverage. Use them to cancel Hitchslap (which bypasses all Fallacy requirements) rather than lesser threats.

Timing Hitchslap

Hitchslap is the most powerful single card in the deck (1 copy only) as it instantly Debunks any Argument. Save it for God Mode Arguments or Arguments that are well-protected, where accumulating Fallacies would take multiple turns. Play it when you believe opponents have exhausted their Prevent Reactions.

God Mode as a Defensive Layer

Playing the God Mode version of an Argument instead of the Standard version adds an additional layer of protection. Because both versions can coexist, playing both the Standard and God Mode version of the same Argument forces opponents to Debunk two separate cards, each requiring their full Fallacy complement.

Managing Unwarranted Assumption Abundance

Unwarranted Assumption is the most common Fallacy (9 copies out of 43 total), meaning opponents are statistically most likely to hold it. If you can use a Censored or Steal Action to remove it from their hands, you significantly impair their Debunking capability.

Resurrect as Late-Game Insurance

From the Ashes and Zombie Jesus (Resurrect Actions) become exponentially more valuable in the late game when the deck is nearly exhausted. Retrieving a key Fallacy or Hitchslap from the discard pile can swing the final scoring. Opponents should use Prevent Reactions against Resurrects in the late game.

Distract as a Tactical Multiplier

Distract Reactions don't cancel a card — they redirect it. Use I Can't Hear You or Zeus' Witness to turn an opponent's Steal or Blasphemer Action against a third player, creating multi-player conflict without spending your own Action cards.

Preguntas frecuentes y casos límite

A player plays Hitchslap to instantly Debunk an opponent's Argument. Can the opponent cancel it with a Prevent Reaction?

Yes. Any card play triggers the Reaction window. The opponent may immediately play a Prevent Reaction card (Occam's Razor, Peer Reviewed, The Sagan Method, or Useful PHD) to cancel Hitchslap before it resolves, saving their Argument.

A Steal Action is played targeting Player A. Can Player B use a Distract Reaction to redirect it at Player C instead?

Yes. A Distract Reaction can be played by any eligible player after a card is played but before it resolves, redirecting its effect to any other eligible target. Player B may use I Can't Hear You or Zeus' Witness to redirect the Steal to Player C.

Can a player have both From Beauty (Standard) and From Beauty (God Mode) active in front of them at the same time?

Yes. Standard and God Mode versions of the same Argument are distinct cards. Both may be in play simultaneously, whether controlled by the same player or by different players. Each must be Debunked independently.

One Fallacy card has been played against an Argument that requires 3 Fallacies. The turn ends. What happens to that Fallacy?

The Fallacy card remains on the Argument between turns. Progress toward Debunking is cumulative. On subsequent turns, additional Fallacy cards can be played until the total reaches the Argument's Fallacies value, at which point it is Debunked. A card effect could remove the accumulated Fallacies, resetting progress.

A player uses From the Ashes (Resurrect) to retrieve Hitchslap from the discard pile. Can an opponent Prevent the Resurrect?

Yes. Playing From the Ashes is a card play and opens a Reaction window. An opponent with a Prevent Reaction card may cancel From the Ashes before it resolves, meaning Hitchslap stays in the discard pile.

A player is hit by a Censored Action (Deplatformed or PC Police). Can they still play Fallacy cards to Debunk Arguments?

A Censored Action restricts the targeted player from playing a specific card type on their next turn. If the Censored effect specifically blocks Fallacy card plays, then yes, Debunking is prevented that turn. If it restricts a different card type, Fallacy plays are unaffected. Refer to the individual card text for exactly what is restricted.

Can a Steal Action take an opponent's active (face-up) Argument card, including any Fallacies already on it?

Steal Actions target cards from an opponent's hand or play area as specified on the individual card. If the card text allows stealing from the play area, the Argument moves to the new owner's play area with any accumulated Fallacy cards remaining on it. If the Steal targets hand cards only, active Arguments cannot be taken.

A player targets another with Galileod (Skip). The targeted player has a Prevent Reaction. Can they play it even though they are being Skipped?

Yes. Reaction cards are played immediately after the triggering card is played, BEFORE its effect resolves. The targeted player can play a Prevent Reaction to cancel Galileod before it takes effect — they would not yet be Skipped at the time of the Reaction window.

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