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We Need to Talk… (2019)

Players
4–8
Best: 4, 5, 6, 7, 8
Playing time
40–60 min
Age
14+
6.48
Average rating
84
Ratings
1.00/5
Weight
#17552
BGG rank
Outside top 5,000
Designer:Bryan Merlonghi, Michael Dunsmore, Jordan Nichols
Artist:Annette Cate
Publisher:Smirk & Laughter Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 7, Complexity 2, Theme 6
Strategy5.0
Luck5.0
Interaction7.0
Complexity2.0
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

Party GameDeductionHumorTargeted CluesRoles with Asymmetric Information

Overview

A Game of Staging Ridiculous Interventions about Nonsensical Problems.

Caring friends and family have all gathered “because they LOVE you”. That’s how it always starts. That’s when you suddenly realize there’s a problem - and it’s YOU. You’re shocked and clueless, which is why your loved ones have taken it upon themselves to carefully broach the subject. Naturally, no one wants to just come right out and say it. So they keep hinting at it, hoping you’ll catch on eventually. But will you? Or will this Intervention fail?

In this game, players take turns being the focus of an intervention by drawing a Problem card with a nonsensical problem like, "Uncontrollable Interpretive Dancing" or "Neurotic Inability to Turn Right". They can't see the card, but all the Concerned Friends and Family can. Friends will give obscure clues that hint at the problem, without giving it away. The sooner the Intervened can guess the problem, the more points they'll score. The longer the Concerned Friends keep them guessing, the more points the Friends can earn. Each of the three rounds have a unique format for giving clues, Broaching the Subject, The Emotional Appeal and Offering a Solution. But if the Intervened cannot guess their problem by the end of the third round, no one will score any points, having failed to help their friend.

—description from the publisher

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