The object of "Check your Privilege" is to be the most oppressed person in the room by attaining 20 Victimization Points (hereafter abbreviated “VP”) at the end of your turn to win.
To make the deck, just print out the card sheets on heavy white 8.5” x 11” cardstock and cut out the separate cards. There are 80 in all (24 Identity Cards, 24 Buff Cards, and 32 Event Cards); the last sheet can be used as back art for the cards for double sided printing. Oh, and the file they come with has these same rules.
To play, shuffle the entire deck and deal FIVE cards to each player, putting the rest of the cards face down as the Draw Pile. Discarded cards form the Discard Pile next to it. If the Draw Pile ever runs out of cards, immediately shuffle the Discard Pile and it becomes the new Draw Pile for continued play. Next, decide on your own who goes first, and play clockwise from the first player. Now the offending begins!
On your turn, first draw on card from the Draw Pile.
Then, you can play ONE Identity Card if you have any (that's the type that has the word “Identity” across the top along with it's type: Race, Gender or Psych) by taking it from your hand and placing it face up in front of you. The big number on the right side, next to the cheesy hipster vector portrait of the associated Identity, is how many VP's you get by having that card in play. You may also gain a special ability by having that card in play, including the ability to play more than one Identity or Buff Card each turn. Remember, you can have as many Identity Cards in play as you want, as long as there are no duplicates. So you can be Black, White, Transgender, and Autistic, but you can't be Double-Autistic or Triple-Black (despite what your professors may tell you). You can even be multiple genders - it's called being genderfluid!
Next, play ONE Buff Card (the ones with the big blue arrows on them) if you have any by taking it from your hand and placing it face up in front of you, on top of an Identity Card that matches the type listed on the top of the Buff Card. So Buff Cards with “Gender” on the top can only be attached to a Gender Card, “Racial” goes with a Race, and “Psych” goes with a Psychological Card. The number on the Buff Card to the right of the arrow is the number of additional VP's you get by having that card in play. You can play as many Buff Cards on an Identity Card as you want, and you can have duplicates.
Buff Cards are really needy and have codependency issues, so they go wherever Identity Cards go...this means that if you are forced to discard an Identity Card, you discard all the Buff Cards that are with it (and you lose ALL their VP's). Ditto if you have to give an Identity Card to someone else: they get the VP's of the Identity Card AND all it's attached Buff Cards and you lose the same. So don't put all your eggs in one basket!
There is one last type of card: an Event Card...they have the big yellow triangle and exclamation mark on them. You can play those at any time – before, during, after your turn or even during someone else's turn. As soon as an Event Card is played, you put it face up in front of everyone to show them the gross disgusting insensitive things you are inflicting on them, then it goes to the Discard Pile.
If you don't have any Identity and/or Buff Cards or you can't play the ones you have, just indicate that you pass. Either way, announce your turn is over and play proceeds clockwise until someone has 20 VP's!
One last note...if you're wondering why a certain race, gender, or psychological condition isn't included...or are pondering why there are no “Identity – Religion” or “Identity – Class” cards...that's what expansion sets are for! So sit tight and try not to be too offended in the meantime. And remember, it's just a game!
Copyright 2014 by Tyler Steyr, distributed by Solar Falcon Productions under the Creative Commons BY-NC-SA 2.0 License...download, print and play as much as you want, as long as you don't sell it without permission from Solar Falcon Productions.
To make the deck, just print out the card sheets on heavy white 8.5” x 11” cardstock and cut out the separate cards. There are 80 in all (24 Identity Cards, 24 Buff Cards, and 32 Event Cards); the last sheet can be used as back art for the cards for double sided printing. Oh, and the file they come with has these same rules.
To play, shuffle the entire deck and deal FIVE cards to each player, putting the rest of the cards face down as the Draw Pile. Discarded cards form the Discard Pile next to it. If the Draw Pile ever runs out of cards, immediately shuffle the Discard Pile and it becomes the new Draw Pile for continued play. Next, decide on your own who goes first, and play clockwise from the first player. Now the offending begins!
On your turn, first draw on card from the Draw Pile.
Then, you can play ONE Identity Card if you have any (that's the type that has the word “Identity” across the top along with it's type: Race, Gender or Psych) by taking it from your hand and placing it face up in front of you. The big number on the right side, next to the cheesy hipster vector portrait of the associated Identity, is how many VP's you get by having that card in play. You may also gain a special ability by having that card in play, including the ability to play more than one Identity or Buff Card each turn. Remember, you can have as many Identity Cards in play as you want, as long as there are no duplicates. So you can be Black, White, Transgender, and Autistic, but you can't be Double-Autistic or Triple-Black (despite what your professors may tell you). You can even be multiple genders - it's called being genderfluid!
Next, play ONE Buff Card (the ones with the big blue arrows on them) if you have any by taking it from your hand and placing it face up in front of you, on top of an Identity Card that matches the type listed on the top of the Buff Card. So Buff Cards with “Gender” on the top can only be attached to a Gender Card, “Racial” goes with a Race, and “Psych” goes with a Psychological Card. The number on the Buff Card to the right of the arrow is the number of additional VP's you get by having that card in play. You can play as many Buff Cards on an Identity Card as you want, and you can have duplicates.
Buff Cards are really needy and have codependency issues, so they go wherever Identity Cards go...this means that if you are forced to discard an Identity Card, you discard all the Buff Cards that are with it (and you lose ALL their VP's). Ditto if you have to give an Identity Card to someone else: they get the VP's of the Identity Card AND all it's attached Buff Cards and you lose the same. So don't put all your eggs in one basket!
There is one last type of card: an Event Card...they have the big yellow triangle and exclamation mark on them. You can play those at any time – before, during, after your turn or even during someone else's turn. As soon as an Event Card is played, you put it face up in front of everyone to show them the gross disgusting insensitive things you are inflicting on them, then it goes to the Discard Pile.
If you don't have any Identity and/or Buff Cards or you can't play the ones you have, just indicate that you pass. Either way, announce your turn is over and play proceeds clockwise until someone has 20 VP's!
One last note...if you're wondering why a certain race, gender, or psychological condition isn't included...or are pondering why there are no “Identity – Religion” or “Identity – Class” cards...that's what expansion sets are for! So sit tight and try not to be too offended in the meantime. And remember, it's just a game!
Copyright 2014 by Tyler Steyr, distributed by Solar Falcon Productions under the Creative Commons BY-NC-SA 2.0 License...download, print and play as much as you want, as long as you don't sell it without permission from Solar Falcon Productions.