
Dixit Odyssey
Odyssey
In the box
- 84 picture cards
- Rabbit score tokens + track
- Voting boards + pegs
Objective
Score the most points by giving clues that some, but not all, players guess correctly.
Game end
The game ends when the deck runs out or a player reaches 30 points. The highest score wins.
What playing this feels like
Speed, attention and memory: None / Low / Medium / High. Timer is separate: none / optional / core. Bluffing: None / Optional / Conditional / Core. Breaks: Good / Medium / Poor.
- Rules load
- Low
- Social pressure
- Medium
- Talking
- Medium
- Speed pressure
- None
- Timer
- None
- Direct conflict
- Low
- Bluffing / deception
- None
- Information load
- Medium · Images
- Memory load
- Low
- Attention pressure
- Medium
- Noise potential
- Low–Medium
- Break flexibility
- Medium
Setup
- 1Deal. Shuffle the picture cards and deal 6 to each player. Every player holds a secret hand of 6 cards.
- 2Track. Place each rabbit token on space 0 of the track. The group picks one player as the first storyteller.
Walkthrough: first round
Worked opening: Anna tells a story for her moonlit-key card and says "Freedom". Ben and Carla each add one decoy card, and the three cards are shuffled into a row. Everyone except Anna votes in secret, and two voters find her card. Anna and both correct voters score, and decoy owners score for votes on their cards.
- 1Tell. The storyteller picks one card and says a clue aloud. The story card rests face down on the table.
- 2Add. Each other player adds one matching card face down. The storyteller shuffles all cards into a numbered row.
- 3Vote. Every player except the storyteller votes in secret. All votes are final before any card is revealed.
- 4Score. The storyteller reveals the story card and scores the round. Rabbits move, hands refill to 6, and play passes to the next storyteller.
Rules
- 1Clue. Lay one card face down and give a spoken clue. Clues can be a word, sound, phrase, or mime.
- 2Decoy. Each other player adds one card that fits the clue. The storyteller shuffles every card into a numbered row.
- 3Vote. Every player except the storyteller votes for one card. No discussion happens before all votes are final.
- 4Score. If all or none find the story card, voters score 2. Otherwise the storyteller and each correct voter score 3.
- 5Bonus. Each decoy owner scores 1 per vote on their card. Played cards discard and each hand refills to 6.
Examples
- Balanced clue: "Freedom" gets 2 of 4 votes, so the storyteller and both voters score 3.
- Too clear or vague: a card found by all or none scores the storyteller 0 and each voter 2.
Common mistakes
- The storyteller never votes and never scores for decoy votes.
- Aim clues at some voters, since all or none scores you 0.
- Score 1 point for every vote placed on your decoy card.
Rules summary based on Libellud.
Keep learning
Play it at game night
Bring this guide with you. We will teach the rest at the table.