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.