Draft:Conversation Card Games
Submission declined on 25 July 2025 by Pythoncoder (talk).
Where to get help
How to improve a draft
You can also browse Wikipedia:Featured articles and Wikipedia:Good articles to find examples of Wikipedia's best writing on topics similar to your proposed article. Improving your odds of a speedy review To improve your odds of a faster review, tag your draft with relevant WikiProject tags using the button below. This will let reviewers know a new draft has been submitted in their area of interest. For instance, if you wrote about a female astronomer, you would want to add the Biography, Astronomy, and Women scientists tags. Editor resources
| ![]() |
Comment: In accordance with Wikipedia's Conflict of interest policy, I disclose that I have a conflict of interest regarding the subject of this article. 2804:29B8:5428:B975:E818:71E7:E21C:C31 (talk) 16:02, 25 July 2025 (UTC)
Conversation card games are a type of card-based game designed to prompt dialogue, storytelling, or personal reflection among players. Unlike traditional competitive or strategic card games, conversation card games are typically cooperative, emphasizing emotional connection, vulnerability, and social interaction. These games are often used in social, therapeutic, or team-building settings, as well as among friends, couples, or families.[citation needed]
History
[edit]The format draws on traditions of icebreaker activities and therapeutic prompts, but has become more widely recognized as a genre in its own right since the late 2010s. This rise in popularity has been influenced by broader cultural trends toward mindfulness, emotional intelligence, and intentional connection.[citation needed]
While there is no singular origin point, several independent creators and companies have contributed to the genre's visibility through social media, retail partnerships, and viral content.[citation needed]
Gameplay and format
[edit]Most conversation card games consist of a deck of cards, each containing a question or prompt. These prompts may range from lighthearted to deeply introspective. Some games include levels of difficulty or emotional depth, encouraging players to gradually build trust and openness.
Common themes include:
- Personal storytelling
- Reflection on values and experiences
- Relationship exploration
- Emotional check-ins
- Empathy-building
Some games are designed for two players, while others support larger groups or even solo reflection.
Notable examples
[edit]Several well-known conversation card games include:
- We're Not Really Strangers – A card game designed to deepen existing relationships or spark new ones.
- The And – Created by The Skin Deep, this game is based on documentary-style relationship interviews and includes targeted decks for couples, friends, and families.
- Deeper Questions – A New Zealand-based storytelling game that invites players to choose their level of vulnerability in how they respond to prompts. It emphasizes open language (e.g., "a time you felt brave" vs. "the last time you felt brave"). Official website
- Actually Curious – A conversation game focused on empathy and diversity, often used in corporate or educational settings.
- So Cards – A minimalist deck designed to spark thoughtful conversations.
Applications
[edit]Conversation card games are increasingly used by therapists, educators, facilitators, and team leaders to foster safe spaces for dialogue. In personal settings, they are often used at dinner tables, on road trips, during date nights, or in group gatherings to promote meaningful connection.[citation needed]
See also
[edit]References
[edit]External links
[edit]- Deeper Questions official website
- We're Not Really Strangers
- The And by The Skin Deep
- Actually Curious
- So Cards
References
[edit]- ^ Matei, Adrienne (2024-02-23). "No small talk: how conversation cards became our favorite way to connect". The Guardian. Retrieved 2025-07-25.
- ^ "7 Conversation Card Decks For Getting Closer". The Good Trade. 2024-03-12. Retrieved 2025-07-25.
- ^ "Competitive Conversation Card Games". TrendHunter. 2022-01-07. Retrieved 2025-07-25.
- ^ "We're Not Really Strangers". We're Not Really Strangers. Retrieved 2025-07-25.
- ^ "Is This Viral Card Game Really a Shortcut to Intimacy?". Vogue. 2022-12-04. Retrieved 2025-07-25.
- ^ "The And". The Skin Deep. Retrieved 2025-07-25.
- ^ "Deeper Questions". Ask Deeper Questions. Retrieved 2025-07-25.
- ^ "Actually Curious". Actually Curious. Retrieved 2025-07-25.
- ^ "10 Best Conversation Cards to Get the Whole Table Talking". Good Housekeeping. 2023-11-26. Retrieved 2025-07-25.
- Promotional tone, editorializing and other words to watch
- Vague, generic, and speculative statements extrapolated from similar subjects
- Essay-like writing
- Hallucinations (plausible-sounding, but false information) and non-existent references
- Close paraphrasing
Please address these issues. The best way is usually to read reliable sources and summarize them, instead of using a large language model. See our help page on large language models.