Dixit Odyssey

Dixit Odyssey

Odyssey

3-12 players ~30 min

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

  1. Deal. Shuffle the picture cards and deal 6 to each player. Every player holds a secret hand of 6 cards.
  2. Track. 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.

  1. Tell. The storyteller picks one card and says a clue aloud. The story card rests face down on the table.
  2. Add. Each other player adds one matching card face down. The storyteller shuffles all cards into a numbered row.
  3. Vote. Every player except the storyteller votes in secret. All votes are final before any card is revealed.
  4. Score. The storyteller reveals the story card and scores the round. Rabbits move, hands refill to 6, and play passes to the next storyteller.

Rules

  1. Clue. Lay one card face down and give a spoken clue. Clues can be a word, sound, phrase, or mime.
  2. Decoy. Each other player adds one card that fits the clue. The storyteller shuffles every card into a numbered row.
  3. Vote. Every player except the storyteller votes for one card. No discussion happens before all votes are final.
  4. Score. If all or none find the story card, voters score 2. Otherwise the storyteller and each correct voter score 3.
  5. Bonus. Each decoy owner scores 1 per vote on their card. Played cards discard and each hand refills to 6.

Examples

Common mistakes

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.