The other day I brought my prototype of i.hate.everyone along when I went to hang out with some friends, kind of on a whim and kind of because it’s so much lighter than my Cards Against Humanity set. That in turn led to me getting inspired to work on i.h.e more, and in particular to try to finish up a functional prototype of i.hate.fandom, the geeky alternate set I’d started working on a while back. My experience with creating cards on geeky subjects for CAH was that it was very easy to come up with cards that made sense to me but were alien to a lot of my friends, which was part of the inspiration for having flavor text (a la Apples to Apples) in i.h.e, though it was a lot less necessary for general stuff than for geeky stuff (hence the ones in i.h.e wound up being more of an avenue for sarcastic jokes). Limiting the selection to stuff that was reasonably widely known also made it harder to come up with geeky cards, though I did finally manage to put together an initial set, if one that overdoes certain topics.
I posted the current prototype of i.hate.everyone ages ago (some of the more topical cards feel out of date; Tebowing isn’t exactly making headlines these days). The rules are so far unchanged from then, but here are the current decks for i.hate.fandom. I make these decks by printing the Status Cards on yellow cardstock and the Comment Cards on white cardstock, since otherwise they’d be hard to distinguish.
I also finally got around to playing We Didn’t Playtest This At All, a silly party game from Asmadi Games. It turns nonsensical, pointless, time-wasting gameplay into an artform. To get the full effect you have to play several games, during which players will routinely be made to lose by random card effects. What pushes it into Japanese game show territory is things like how certain cards make you not use certain pronouns (even when they appear on cards!). At one point two of my friends were in a duel where they couldn’t use I, me, my, you, your, they, or their, and resorted to silent pantomime to play out the rest of the game. I want to keep the effects in i.h.e a bit less crazy (less “you lose,” more “discard a card” or “lose 1 Like”), but having random constraints on what players are allowed to do can have amazing results and generally help a game live up to being a “party” game. It’s also the main thing that keeps i.h.e from just being a CAH clone, so I want it to be interesting and prevalent in play.
Presently my plan for i.h.e is to make it into a series of DriveThruCards products, with both full, independently playable base sets (the core i.hate.everyone plus i.hate.fandom being the first of these), and mini-expansions that I can easily create and keep topical. Like a lot of other similar games, making new content is basically a matter of putting text on cards, and POD will let me make all kinds of weird little sets for very specific groups if I want, and pretty quickly too. I asked Clay Gardner to make card designs for me, since this will be fronts and backs for two types of cards and nothing else, rather than the logo-making nightmares of Channel A. With some playtesting I should be ready to move to the “fancy prototype” stage fairly soon.
Which is partly my own fault for insisting on getting all of the expansions, plus Crabs Adjust Humidity, plus making some cards of my own.