Updated: Apr 27
If you thought from the title that this was one of those argument or debating games like Spin Machine (Wit Works) or Terrible Candidates (Half-Monster), then You're Wrong. I'm Right You're Wrong is a fast-playing 'take that' 2-4 player card game where you're trying to eliminate the other player(s) by making them run out of cards or putting them in the position where they are unable to play any of the cards without breaking a rule set by the other cards in play.
Tho' it inherently involves player elimination and the large majority of cards 'attack' other players, typically by forcing them to reduce the number of cards they have in their hand or restricting what type of card they can play on their next turn, I'm Right You're Wrong is essentially a party game that you'll find generates hilarity rather than resentment.
There are three basic types of card. Red cards are mostly bad, in that they penalise in some way the player who plays them. Green cards are mostly good - usually benefitting the player who plays them or disadvantaging an opponent. Yellow cards are played to the table as 'traps': some are played face up so all players can see and have to follow the rule change they impose; others are played face down and can be sprung (revealed and applied) by the player who played them when a specified condition is met. There are 'traps', for example, that negate the effect of a green card. Players can trigger 'traps' tho' themselves; for example, to discard a red card rather than suffer its effect.
Players all start the game with a hand of five cards. On your turn, you simply draw a card and play a card, following the action on the card you play. You might think that obviously you'll play green cards and not play red ones. Problem is, you're likely that way to end up with a hand of red cards. If a player suspects that's the position you're in, they might play a card that prohibits you from playing a red card - in which case you'd have no legal play and you'd be out. Tho' the game is simple with a fairly high luck factor and largely self-explanatory play, there's strategy in the use of the yellow 'trap' cards and in deciding what cards to play and when. It's wise to keep your options open so that you avoid falling foul of a rule-changing card.
In an interesting variation from the norm, discards from players' hands go to the bottom of the draw deck rather than to the pile of played cards. When players have to discard and have a choice over what card to get rid of, they will choose their most negative red card. That means the cards that are drawn towards the end of the game are likely to be negative - potentially stepping up the pressure...
We've had a lot of fun playing this fast-paced filler-length game. We especially enjoyed it as a two-player tussle (usually finishing a game in about 5 minutes) but it works too, if sometimes more chaotically, taking the player count up to four and the playing time up to around 10 minutes per game. The instructions on the cards are clear. There's a glossary in the rules sheet but we had little need to recourse to it. Our one gripe tho' is that the cards don't really facilitate fanning in your hand because that obscures the all-important text, which is different on every card. Of course, after the first couple of rounds, your hand size will almost certainly have reduced, so this isn't a huge issue. It's more of a problem if you try the option in the rules sheet of a longer game (starting hands of seven cards). There, you might benefit from using card racks.
And if you're left wanting more, there are a couple of mini expansion packs available with more cards to add to the mix.