Egonomy

2–4 players | 30 mins

At a philosophy convention, three great topics are on the table. You drift between them, waiting for someone to say something you can correct.


Components

Argument cardplayer
count
marker
topicrank

argument cards ×40

white-icon sideTopic tables

topic tables ×3

Trophy token

trophy
tokens (trophy) ×9

Player aid

player
aids ×4

First player card

first player
card ×1


Set Up

  1. The least egotistical person in the group takes the .
  2. Place the 3 in the center, white-icon side up.
  3. Return the marked for your player count to the box.

    2 players ➔ return 3-player mark and 4-player mark

    3 players ➔ return 4-player mark

    4 players ➔ return nothing

    player count marker
  4. Shuffle the and deal them all out evenly as your hands.

    2 players ➔ randomly discard one card face down before dealing

    3–4 players ➔ discard nothing


Objective

Win by gaining the most  (ego) while keeping as few cards in your hand as possible.


Your Turn

The player with the goes first, then play continues clockwise. On your turn you must perform one of the five actions (or six in ). There is no passing.

1Yap4Acknowledge2Dismiss5Let go3Argue6Flip the table

1Yap

Play one card onto an empty that matches its topic.

You can not play a single card onto another single card.

2Dismiss

Take the card from a that holds exactly one card. Gain it as .

3Argue

Play a of two or three cards onto a .

Run

A run is two or three cards in consecutive order.
✓ 12, 123
✗ 11, 111, 122, 912

Winning an Argument

fallacy
empty table
single cards
never beat
each other
(yap)
play 123
capture 45
123 beats 45
+2 

Momentum momentum

With  you must perform another action immediately. It may be the same action again.

You can gain  only once per turn, even if you meet a condition again.

You gain  in three ways.

4Acknowledge

Take one card from a with two or more cards into your hand. Discard the rest face up.

3–4 players only. Gain .

5Let go

Discard two or more cards with the same rank from your hand onto the discard pile face up.

For example, discard 111. Their topics don’t matter. You can’t discard both 11 and 22 in one .


Turn Example

Action 1 of 2

single topic
play 12
gain 

Action 2 of 2

spend 
play 234
capture 12
234 beats 12
+2 

End of Round

The round ends immediately when any player empties their hand.

Every argument you never got to make is one more thing you’ll never be right about. Lose 1  for each card left in your hand. Then compare your remaining .

If players tie, the smaller sum of ranks on the cards left in your hand wins. If still tied, the player furthest clockwise from the starting player wins.


End of Game

Play 3 rounds, or until a player has 4 . The most  wins. If tied, the better placing in the final round wins.


General Rules

Other players may count your  and the in your hand at any time, but not look at the card faces.

Anyone may look through the face up discard pile at any time.


Flip-the-Table Mode

Losing the argument? You can just change the topic. Once you are familiar with the base game, try adding this new action into the mix.

6Flip the table

Flip a with exactly three cards, discard those and gain .

flipped, the table
changes topic

In the same turn, you can play on a table you just flipped. This mode also adds two rules to the .

End of Round: Flip‑the‑Table Mode

Add these rules to the base .


© 2026 two.more.rolls studio. All rights reserved.

Flip-the-Table Mode

An optional mode that adds a sixth action: flip a topic table with exactly three cards to change its topic.

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Winning an Argument

More cards win. With the same number of cards, the higher run wins. 123 also beats 789.

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Momentum momentum

With momentum you must perform another action immediately. You can gain momentum only once per turn.

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Argue

Play a run of two or three cards onto a topic table. It must match the table and win the argument there.

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Acknowledge

Take one card from a topic table with two or more cards into your hand and discard the rest. 3–4 players only.

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Flip the table

Flip a topic table with exactly three cards, discard those cards and gain momentum. Flip-the-table mode only.

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Let go

Discard two or more cards with the same rank from your hand, face up.

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Set Up, step 4

Shuffle the argument cards and deal them all out evenly as your hands.

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End of Round: Flip-the-Table Mode

The round also ends if you can’t perform an action, and flipped tables turn back before the next round.

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End of Round

The round ends when any player empties their hand. Lose 1 ✦ per card left, then the top two gain trophy.

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Argument cards ×40

The cards you play. Each has a topic and a rank from 1 to 9; some carry a player count marker.

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Topic tables ×3

One per topic, in the center. Cards are played onto them. Each has a white-icon side and a flipped side.

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First player card ×1

Shows who goes first. After each round it passes to the last-place player.

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Trophy tokens ×9

First place in a round gains 2 trophy, second gains 1 trophy. The most trophy after the last round wins.

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Run

Two or three cards in consecutive order, like 12 or 123. 912 is not a run.

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Ego ✦

Your score. Each card you capture is 1 ✦; each card left in your hand at the end costs 1 ✦.

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Fallacy

The run 123. On top of the usual rules, it also beats 789.

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