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It's Just A Theory

It's Just A Theory Rulebook

Table of Contents

Table of Contents

  • Set Up
  • Card Types
  • Game Play
    • Starting a Round
    • Constructing A Theory
    • Interruptions! (taking over the lead conspiracy theorist)
      • Tip
    • Ending a Theory
    • Special Interrupt!
    • Golden Rule
  • Tips
  • Advanced Rule

Set Up

Place each of the 3 decks (Fact, Propaganda and Conspiracy) somewhere on the playing surface where all the players can reach easily, with all cards in each deck facing face down.

Card Types

There are three types of cards in the game: "Conspiracy" cards (also called "start" cards), "Fact" cards (also called "component cards") and "Propaganda" cards (also called "end cards").

  • 32 Green Conspiracy Cards: Used to begin a theory.
  • 136 Blue Fact Cards: Used to craft a theory.
  • 32 Red Propaganda Cards: Used to end a theory.

The cards are split into many themes as indicated by the icons in the top left of each card. These relate some cards together and become important for 'greater conspiracy' cards (as indicated on some conspiracy cards).

Card layout (from the alpha rules): Theme Image, Card Type, Card Text.

Game Play

Starting a Round

Games consist of several rounds, a round begins by each player drawing 2 Conspiracy (green), 2 Propaganda (red) and 7 Fact (blue) cards.

At this point players look at their hand and can choose to "re-research". If players choose to "re-research", they can discard any number of cards of any particular type. They then draw the number of discarded cards minus 1 of the same type (e.g. a player discards 4 Facts and 2 Propaganda and draws 3 facts and 1 Propaganda). Discarded cards go to the discard pile. Players can only "re-research" as many times as they like per round, buy only at the beginning of the round.

The first round then begins with the player who most looks like a conspiracy theorist* becoming the lead conspiracy theorist who starts off a theory by laying a ''Conspiracy'' card.

*Conspiracy features may/may not be obvious; do they have a tinfoil hat? do they have a beard?

Constructing A Theory

To construct a theory, the Lead Conspiracy Theorist starts to explain their theory, whenever the lead conspiracy theorist mentions something which is shown on one of her fact cards, she may play that card, placing it face up on the table. Note the lead conspiracy theorist must use at least one fact card from there hand per sentence. Thus periodically introducing new fact cards to build upon their theory forming a "chain" (when a player lays a fact card give ample time for everyone to acknowledge it before playing another).

Each card played should be used to progress the theory. If the lead conspiracy theorist or player plays a fact card that has a tenuous link or seems too implausible other players may call them out on this. This also applies to ending a theory with a propaganda card.

Of course other players may also decide "I want to see where this is going" and allow it to continue. If the majority of players decide the card played has too much of a tenuous link or seems too implausible then the player to the left of the current lead conspiracy theorist becomes the new lead conspiracy theorist. In this case a fact card or propaganda card that has been played and vetoed by other players, is returned to the hand of the player who played it. At any point the lead conspiracy theorist can also decide to give up and pass play to the left. If all players choose to pass, the round ends and no one receives any points.

While the current lead conspiracy theorist is explaining their theory, other player will be listening and waiting for an opportunity to interrupt the current lead conspiracy theorist, in an attempt to become the lead conspiracy theorist themselves.

Interruptions! (taking over the lead conspiracy theorist)

At any point another player may interrupt or question the current lead conspiracy theorist in an attempt to take over the theory and become the new lead conspiracy theorist. They can do this in various ways.

If the current lead conspiracy theorist has mentioned the contents of one of another player's cards either as part of their theory or in response to a question by any other player (players may question the lead conspiracy theorist at any point on their theory). They may play that card and become the new lead conspiracy theorist. Other players may take a vote on whether to allow the interrupting player to become the new lead conspiracy theorist.

If any player thinks they have a better theory or explanation after the lead conspiracy theories has played the most recent fact card. They may attempt to hijack the theory by playing their own fact card in substitution and providing better continuation of the theory. In a case where a player interrupts in this way all players (except the lead conspiracy theorist and interrupting player) will vote to decide which player is the lead conspiracy theorist.

Playing a Greater Conspiracy card - note this card can only be played if the theme of the greater conspiracy matches the theme of the most recently played fact card. If a player lays this card, they instantly become the new lead conspiracy theorist but starting with a new theory. This mechanic requires no vote. (Not present in Alpha).

In the case of a tie, the person who has played collectively the most cards in that round has the deciding vote. This also applies to previous cards if a 'Greater Conspiracy' card has been played.

Tip

To keep track of how many cards a player has played in an uninterrupted chain, we recommend placing all the cards played by that player slightly off to the side of the previous lead conspiracy theorists cards.

Ending a Theory

As the lead conspiracy theorist lays fact cards explaining their theory and ideas they aim to direct the theory towards the text on one of their propaganda cards. When the theory can explain the link between their propaganda cards they may play that Propaganda card to end the theory and the round. (Note: The Lead Conspiracy theorist must play at least 2 Fact cards after playing the green conspiracy card that starts the round, before they can play a propaganda card.)

Should the other player's judge (via vote) that the Lead Conspiracy theorist's propaganda card to not finish the theory satisfactorily or make sense, then the player must place their propaganda card back in their hand. Play then passes to the player on the left of the Lead Conspiracy theorist.

(It is recommended that you do not enforce this rule too strictly, particularly with inexperienced or younger players: Only if an ending is obviously complete nonsense should it be disallowed. After all conspiracy theories often are logically inconsistent themselves.)

Special Interrupt!

Any player may also interrupt using a propaganda card at any point to finish the theory. In a case where a player interrupts in this way all players (except the lead conspiracy theorist and interrupting player) will vote to decide whether the propaganda card played provides a satisfactory conclusion. If the vote is in favour of the interrupting player, they become the Lead Conspiracy theorist and the round ends. If the vote is in favour of the lead conspiracy theorist, they continue the round as the lead conspiracy theorist.

If the players have decided to accept the propaganda played, then the round ends. The Lead Conspiracy theorist scores points equal to the number of cards she played in a consecutive uninterrupted chain counting back from their propaganda card (e.g. A player successfully interrupts becoming the lead conspiracy theorist, plays 3 fact cards then 1 propaganda card, scoring 4 points). To keep track of each player's score the lead conspiracy theorist picks up all the cards they placed in the most recent uninterrupted chain and places the cards face down in a pile in front of them. Finally and all players replenish their hands to 2 Conspiracy, 2 Propaganda and 7 Fact cards before beginning the next round.

In the next round the Lead Conspiracy Theorist is decided by the player who thinks they have a reasonable starting theory.

Golden Rule

If in doubt, vote. The goal is to have fun.

Tips

Sometimes the lead theorist may take too long between laying fact cards. If this impedes the fun of the game, players may to decide to vote on whether they can continue as the lead conspiracy theorist or if play should pass to the player on the left.

Questioning a player requires subtlety. If the lead conspiracy theorist mentions spaceships and you have the NASA card. You could play it straight away, but if NASA is out of context people may veto the card. If on the other hand you ask the theorist "What organisation builds these spaceships" they might suspect you have the NASA card so will answer avoiding mentioning it.

Advanced Rule

Tin foil Hat Awesomeness: Any play wearing a tin foil hat (aluminium is also acceptable) while playing the game may draw an extra fact card per round.