Quibble™ · Storytelling card game

Mix and match cards to create a new and unique world.

Create an interesting and plausible story from the words on the cards you draw.

Players
1–12
Cards
52
Starting hand
4 cards
Fantasy landscape with a castle, mountains and a group of adventurers
Quibble People card: Mermaid, on parchment with an orange-red PEOPLE bandQuibble Verb card: Disappearing, on parchment with a green VERB bandQuibble Scenario card: Wizards in training learn a lesson, on parchment with a red SCENARIO band

Quibble Updated card artwork

01 The deck

52 cards. Five types.

A Scenario begins the story. People, Places, Objects and Verb actions give you the words to continue it.

  • Quibble Scenario card: Wizards in training learn a lesson, on parchment with a colored type band

    Scenario

    5

    The phrase that starts the story.

    S · 5 cards
  • Quibble People card: Mermaid, on parchment with a colored type band

    People

    6

    The people in your story.

    Pe · 6 cards
  • Quibble Place card: On the sea floor, on parchment with a colored type band

    Place

    11

    The places in your story.

    Pl · 11 cards
  • Quibble Object card: Magical sword, on parchment with a colored type band

    Object

    14

    The objects in your story.

    O · 14 cards
  • Quibble Verb action card: Disappearing, on parchment with a colored type band

    Verb action

    16

    The actions in your story.

    A · 16 cards

02 How to play

Start with a scenario.

Choose a starting phrase, deal the cards, and build story paths together.

  1. Choose the scenario

    Place one of the five Scenario cards face-up. Draw it at random or choose it by agreement.

  2. Deal four cards each

    Shuffle all the remaining cards together. Deal four to every player, or just to yourself for solo play.

  3. Oldest player first

    The oldest player starts, followed by the second oldest, and so on.

On your turn

Place a card.
Tell the story.

Follow the example
Face-up Scenario card: Wizards in training learn a lesson
One Scenario · four cards to start
  1. Add one card

    Place a card from your hand above, below, left or right of a card already in play. The first card goes beside the Scenario.

  2. Check the card types

    Cards of the same type may not be adjacent to each other in a story path.

  3. Read your story path

    Use the words on the cards. Between cards, you may add at most one connecting word: a pronoun, preposition or contraction. You don’t have to add one.

03 A turn in practice

One scenario. Two story paths.

The example wording from Rules 4.0, shown in a teaching diagram modeled on the updated card design.

A group of friends travel on a flying shipScenario
Start here
TravelingVerb
Path A · Verb
CloudsObject
Path B · Object

Cards can branch from the same scenario.

Teaching diagram, not product card artwork. Card wording is reproduced from Rules 4.0. Arrows show adjacent placements, not extra cards.

Path A · Scenario + Verb

“A group of friends travel on a flying ship traveling.”

The first player adds Traveling. No connecting word is needed.

Path B · Scenario + Object

“A group of friends travel on a flying ship through Clouds.”

The next player adds Clouds beside the Scenario. “Through” is the connecting preposition.

Read the full example in Rules 4.0

04 The challenge

Declare
“Quibble.”

If you disagree with a card placement, you can challenge it before the winner is declared.

  1. Defend the story

    The challenged player can defend their story path or cancel the move by flipping their card face-down.

  2. Resolve the challenge

    If the player stands by the story, resolve the challenge with a vote. An accepted card stays in play.

  3. A rejected card blocks the path

    If the move is rejected, the card is flipped face-down and that player’s turn ends. A cancelled or rejected card blocks that space in the story.

05 The worlds

Fantasy High & Apocalyptic.

Set cover artwork. The updated card designs are shown in the card-type overview.

Fantasy High cover artwork: adventurers looking toward a castle in a mountain landscape

Fantasy High

Set cover artwork

Apocalyptic cover artwork: survivors in a ruined landscape beneath a stormy sky

Apocalyptic

Set cover artwork

06 At the table

Quibble in play.

Playtesting showed that a four-player game averaged 20 minutes.

Playtest timing from Rules 4.0; not a fixed game length. Photos show an earlier card design.

Players gathered around a wooden table with Quibble cards laid out between them
Players at the table · earlier card design
A closer view of players holding cards while story paths spread across the table
Story paths in play · earlier card design

Keep the rules handy

A few things
to remember.

Download Rules 4.0

PDF · 2 pages · September 20, 2024

Can two cards of the same type touch?

Cards of the same type may not be adjacent in a story path. A Place cannot be beside another Place along that path, for example.

Can I add words of my own?

Use the words on the cards, with at most one connecting word between cards. It must be a pronoun, preposition or contraction. A connecting word is optional.

What if my hand is empty?

When you have no cards left in your hand, you may draw one card from the deck and play that card when it is your turn.

Can I play solo?

Yes. Rules 4.0 supports solitaire play: choose a face-up Scenario and deal yourself four cards from the shuffled remaining deck.