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I Would Kill Hitler

I Would Kill Hitler Rulebook

Table of Contents

Table of Contents

  • What's Included
  • Setup
  • Playing
  • Winning
  • Final Note From The Creator
  • Game Modes
    • Pool Play (Take it or Leave it)
    • Duel Play (A SpiteHouse Favorite)
    • Cruel Play (Cultivate Some Chaos)

What's Included

100 Hypothetical Cards (Yellow cards) 350 Plot Cards (White cards) 1 sixty-second timer

Hypothetical Cards are hypothetical situations that you have to answer in order to win the round.

Plot Cards have items, actions, dialogue or people you MUST include in your answer.

READ FIRST!

The card you play is not the answer. Relax! Try and tell a story and have the card you play be the big reveal. Don't overthink this!

Setup

  1. Each player draws 5 Plot Cards (White).

  2. Designate the player who will be the first Philosopher. Each round, the Philosopher will take the top Hypothetical Card (Yellow) and read it aloud. The player who loves themself the most will be the first Philosopher.

  3. Each Philosopher controls the timer and starts it whenever a player begins their story.

Use your Plot Cards to make your answer more funny, more realistic, or more insane of a solution to the Hypothetical!

Playing

  1. The Philosopher (Judge) starts the round by reading the Hypothetical Card to all players.

  2. Each player looks at their Plot Cards and determines the ONE card they want to play this round. They will place that card FACE DOWN to indicate they are ready.

NOTE: The Plot card selected MUST be included in their answer that round.

  1. Once everyone is ready, the player to the left of the Philosopher will start the round. They will have 60 seconds to tell everyone their answer to the Hypothetical. Use the timer to keep track of time.

  2. When telling your story, you must mention your Plot Card. When you first introduce it in your answer, flip it over and reveal it - like you're emphasizing the punch-line to a joke.

  3. When the timer runs out, the Philosopher can end the player's story or let it run over at their discretion.

  4. After each player has completed their turn, the Philosopher will then select their favorite story - whether that's decided on realism, humor, or brevity is at the Philosopher's discretion. The winner keeps the Hypothetical Card to keep track of the rounds they've won.

  5. Everyone draws back up to 5 Plot Cards, and the player to the left of the Philosopher will then become the new Philosopher and play continues.

Note: Sometimes the Plot cards and hypotheticals don't match perfectly. Good. It's more fun when they don't.

Winning

The first player to collect 5 Hypothetical Cards is the winner. If the group is done playing before any player reaches 5 cards, enter Sudden Death.

Sudden Death: The two players with the most winning cards face off 1-on-1 in a final round. The remaining players will act as the collective Philosopher, and the winner will be decided by a majority vote.

Final Note From The Creator

This game is about exploring the phenomena we all face while driving or showering - living out scenarios that will NEVER happen. How would YOU approach it? What insight would you give that is better than your friends' approach?

That is the crux of this game: What Would YOU Do?

Game Modes

Maintain rules from the base game unless EXPLICITLY indicated in the game mode rules.

Pool Play (Take it or Leave it)

  1. Arrange a pool of 10 face up Plot Cards in the middle of the table.

  2. After the Philosopher reads the Hypothetical, you may freely swap cards in your hand with as many cards from the pool - keeping 5 Plot cards in your hand at all times.

  3. Once the first player has started their story, no more cards can be taken from the pool that round.

Benefits: Good for beginners. Exposes players to more Plot Cards.

Duel Play (A SpiteHouse Favorite)

  1. Only two players compete each round: the tallest player and the shortest player will begin the game.

  2. Each round there are only active players and Philosophers; active players are the two competing & answering hypotheticals, and everyone else will act as a Philosopher Panel to collectively decide the winner.

  3. Winner stays on: The round's winner will collect the hypothetical card and will stay on until they lose a round.

  4. Continue clockwise around the circle as play continues - all players must go once before any player gets a second turn.

In the event of a tie: the group MUST come to a consensus. Philosophers can ask the active players to elaborate their story, rationale, motives, etc. until a consensus is met, and a winner is determined.

Benefits: Inspires "Battle of Ideas" Competitiveness. Creates a faster paced game.

Cruel Play (Cultivate Some Chaos)

  1. Players will select a Plot Card from their hand as normal, but instead of playing it for themselves, they will place it face down in the middle.

  2. Once all players have placed their Plot Cards in the middle, the Philosopher will shuffle the cards and distribute them back to the players randomly.

  3. Players MUST tell their story using the card they receive.

Benefits: Good for friends who like to be assholes to each other.