Were Not Really Strangers is a thought-provoking card game designed to deepen connections and spark meaningful conversations. It empowers players to explore relationships through three levels of questions, fostering vulnerability and insight. Perfect for friends, family, or couples, this game helps reveal new layers of understanding and connection, making it an intimate and engaging experience for all involved.
Overview of the Game
Were Not Really Strangers is a purpose-driven card game and movement focused on fostering meaningful connections. Designed for two or more players, it features three levels of questions—Perception, Connection, and Reflection—crafted to deepen understanding and spark vulnerability. Players take turns drawing cards, answering prompts, and engaging in thoughtful discussions. The game also includes wildcards and a final card, adding unique twists to the experience. Whether played in person or virtually, it offers a fun and intimate way to explore relationships and uncover new insights about oneself and others.
Purpose and Benefits
The primary purpose of Were Not Really Strangers is to create meaningful connections and deepen relationships through vulnerability and open dialogue. By prompting players to share personal reflections and insights, the game fosters empathy, understanding, and trust. It serves as a tool for self-discovery, helping individuals gain clarity about their thoughts and feelings. The structured yet flexible format allows players to engage at their comfort level, making it accessible for all. Ultimately, the game enhances communication skills and strengthens bonds, offering lasting benefits for personal and interpersonal growth.
Setting Up the Game
Shuffle the deck, place it face-down, and determine the starting player uniquely—players stare into each other’s eyes until one blinks. Virtual setups may vary slightly.
Preparing the Deck
To prepare the deck, shuffle the cards thoroughly and separate them into three levels: Perception, Connection, and Reflection. Place each level face down in the playing area. Ensure the Final Card is set aside for the end of the game. For virtual play, players can use a digital deck or randomly draw cards virtually. Proper organization ensures a smooth and meaningful experience for all participants.
Ensure all cards are face down and easily accessible. This setup allows players to focus on the game’s flow without interruptions, fostering an environment for genuine connection and reflection.
Determining the Starting Player
To determine the starting player, players face each other and stare into each other’s eyes until one blinks, designating them as the first to draw a card. Alternatively, the most hesitant player can be nominated to go first. This lighthearted method sets a playful tone and ensures everyone is engaged from the start. Once the starting player is chosen, turns alternate, allowing each participant to draw and answer cards in a structured and fair manner throughout the game.
Gameplay Overview
Players take turns drawing cards with questions or challenges, prompting meaningful conversations. Designed for 2-6 players, the game fosters connection through shared, thoughtful interactions.
Basic Rules and Flow
The game begins by shuffling the deck and placing it face-down. Players take turns drawing cards, answering questions, or completing challenges. Each player must answer truthfully, fostering vulnerability. The game progresses through three levels: Perception, Connection, and Reflection. Wildcards add flexibility, while the Final Card concludes the game. Players alternate turns, ensuring everyone participates equally. The flow encourages deep, meaningful interactions, creating a safe space for genuine connection and self-discovery.
Turn-Based Mechanics
Players alternate turns, starting with the designated first player. On each turn, a player draws a card and either answers the question, completes the challenge, or uses a wildcard. The game progresses in a clockwise manner, ensuring equal participation. Wildcards allow players to skip, pass, or redirect questions, adding flexibility. Turns continue until all cards in each level are exhausted, fostering a balanced and engaging experience for everyone involved.
The Three Levels of Questions
The game features three levels of questions: Perception, Connection, and Reflection. These levels are designed to help players move from surface-level interactions to deeper, meaningful connections.
Level 1: Perception
Level 1 focuses on breaking the ice with questions that explore first impressions and surface-level thoughts. Players share their initial observations about each other, fostering comfort and curiosity. These questions are designed to be straightforward, helping participants feel at ease while sparking early connections. This level sets the foundation for deeper conversations, encouraging players to open up and share their perspectives in a non-intimidating way. It’s the starting point for building trust and understanding among players. Transitioning smoothly into more personal topics, Level 1 creates a pathway for meaningful engagement.
Level 2: Connection
Level 2 dives deeper into personal experiences and emotions, fostering genuine connections. Questions here encourage vulnerability and empathy, helping players understand each other’s feelings and perspectives. This level bridges the gap between surface-level interactions and meaningful bonding. Players are prompted to share stories, desires, and fears, creating a safe space for open dialogue. These questions are crafted to inspire intimacy and mutual understanding, strengthening relationships and encouraging players to see beyond initial impressions. This phase is where true emotional connections begin to flourish, preparing participants for the final level of reflection.
Level 3: Reflection
Level 3: Reflection is the final and most profound stage of the game, focusing on introspection and self-awareness. Players are invited to explore their personal values, growth, and insights gained throughout the game. Questions here encourage vulnerability and self-reflection, helping players connect their experiences to broader life lessons. This level ties together the insights from Perception and Connection, allowing for a deeper understanding of oneself and others. Reflection is where the game’s purpose comes full circle, fostering personal and relational growth through meaningful contemplation.
Special Cards and Instructions
The game includes Wildcards that add spontaneity and the Final Card, set aside for the end. These cards provide unique instructions to enhance gameplay and depth.
Wildcards and Their Role
Wildcards in Were Not Really Strangers add an element of spontaneity and flexibility to the game. These special cards allow players to choose any level of questions, breaking the structured flow and encouraging creativity. They often include unique tasks or prompts that push players out of their comfort zones, fostering vulnerability and deeper connections. Wildcards ensure no two games are alike, keeping the experience fresh and dynamic while enhancing the game’s ability to spark meaningful conversations and introspection among players.
The Final Card
The Final Card in Were Not Really Strangers serves as a meaningful conclusion to the game. It is set aside at the beginning and saved for the end, prompting players to reflect on their experience. This card often involves writing a letter to themselves or others, summarizing insights gained or feelings expressed during the game. The Final Card encourages introspection and closure, allowing players to process the connections made and the vulnerability shared, leaving a lasting impression and deeper understanding of themselves and others.
Playing Virtually
Organize a virtual call with friends or loved ones and adapt the game for online play. Use video chat platforms with screen-sharing to draw and discuss cards, maintaining the game’s intimate and meaningful connection-building experience remotely.
Setting Up a Virtual Call
To set up a virtual call for Were Not Really Strangers, choose a video chat platform like Zoom, Google Meet, or Skype. Ensure all players have stable internet connections and can see each other. Share the game materials, such as the card deck, using screen-sharing or a shared document. Assign a host to manage the flow, and decide on a method for taking turns, like using a randomizer or shared document. Set a timer for turns to keep the game moving smoothly. For 2-6 players, use the chat to communicate and maintain engagement. Start with a staring contest or random selection to choose the first player. After the game, allow time for reflection and discussion of insights.
Adapting Gameplay for Online Play
Were Not Really Strangers can be seamlessly played online by adapting its core mechanics. Use video call platforms like Zoom or Google Meet to connect players. Share the card deck digitally, either through screen-sharing or a shared document. Players take turns drawing and answering cards, using the chat for instructions or clarifications. The game’s structure remains intact, with three levels of questions and wildcards. Online play allows for meaningful connections and vulnerability, fostering deeper relationships even across distances. Ensure all players have stable internet and clear audio for the best experience.
Were Not Really Strangers is a transformative card game that fosters meaningful connections and sparks thought-provoking conversations. Its three levels of questions and wildcards create a safe space for vulnerability and insight, making it perfect for deepening relationships with friends, family, or romantic partners. Whether played in person or virtually, this game encourages players to explore new layers of understanding and empathy. By embracing its simple yet impactful design, Were Not Really Strangers helps bridge gaps and strengthens bonds, leaving a lasting impression on all who play.