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How to Play Dixit: Rules, Scoring and Giving the Right Clue

The rules of Dixit: how the storyteller gives a clue, how voting works, how points are awarded, and why guessing right as a whole table costs the storyteller.

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Short answer

In Dixit players take turns as the storyteller, choosing one of their illustrated cards and giving a clue for it; everyone else submits a card from their own hand that fits the clue, and the cards are shuffled and revealed. Everyone then votes on which card was the storyteller's. The central rule lives here: if nobody guesses correctly, or if everybody does, the storyteller scores nothing and the other players take 2 points each. A good clue is therefore neither obvious nor impossible. Short answer: make the clue clear enough for some players and obscure enough that not everyone gets it.

How to play Dixit: the flow of a turn

Dixit is an association game played with illustrated cards. It takes 3 to 6 players and comes alive between four and six, because voting only means something when there are enough decoy cards on the table.

Each player holds 6 picture cards. Players take turns as storyteller: you pick one card from your hand, place it face down, and give a clue for it.

Once the clue has been said, everyone else chooses a card from their own hand that they think fits it and passes it to the storyteller. All the cards are shuffled and revealed, and everyone except the storyteller votes for the card they believe was theirs.

  • 013 to 6 players, six cards in hand.
  • 02The storyteller picks a card and gives a clue.
  • 03Everyone else submits a card matching the clue.
  • 04Cards are shuffled and revealed; everyone but the storyteller votes.
  • 05At the end of the turn, hands are refilled to six.

Scoring: why everyone guessing right is a loss

The whole design of Dixit sits in its scoring. The storyteller only scores when some — not all — of the players find their card.

If nobody finds it, or if everybody does, the storyteller scores zero and every other player takes 2 points. That single rule is what forces a clue to sit between obvious and impossible.

When some players find it, the storyteller and each correct guesser take 3 points. On top of that, every player collects 1 point for each vote their own decoy attracted.

  • 01Nobody guesses right: storyteller 0, everyone else 2.
  • 02Everybody guesses right: storyteller 0, everyone else 2.
  • 03Some guess right: storyteller and correct guessers take 3 each.
  • 04Every vote your own card attracts is worth 1 point to you.
  • 05First player to the target score wins.

What makes a good clue

The aim isn't to be incomprehensible, it's to be selective. The clue has to reach some people at the table and miss others.

An obvious clue — "red balloon" — leads everyone to the right card and scores the storyteller nothing. An impenetrable one — "melancholy" — leads nobody there and scores exactly the same.

The clues that work tend to split the room: a lyric, an idiom, a reference only part of the group shares.

  • 01A word, a sentence, a lyric or a sound — the format is open.
  • 02Don't describe what's literally on the card; that clue reaches everyone.
  • 03References half the table shares are the most productive.
  • 04Don't reuse the same style of clue every turn — the table adapts.
  • 05Give the association, not the emotion.

Playing a good decoy

Non-storytellers have a strategy too: the closer your submitted card sits to the clue, the more votes it attracts, and every vote is a point.

But a card that fits too well is risky. If your decoy matches the clue better than the storyteller's own card, you pull the table away entirely and the turn ends with nobody guessing right — which pays everyone 2 points including the storyteller.

  • 01Match your card to the clue; each vote is worth a point.
  • 02A card that fits too well can flip the turn to "nobody found it".
  • 03Track how the other players tend to think.
  • 04Don't spend your most versatile card in the first few turns.
  • 05Holding a card back for your own storyteller turn genuinely helps.

The best player count

Three is the minimum but it weakens the voting: only two decoys reach the table and a guess becomes close to a coin flip.

Between four and six the game becomes what it was designed to be. With more players a clue has to reach more people, which makes the storyteller's job harder and spreads the scoring more evenly.

  • 013 players: playable, but the guessing is too easy.
  • 024-6 players: the range the game was built for.
  • 03Larger tables lengthen turns, so a timer helps.
  • 04Play the first round as a practice round with new players.
  • 05Expansions add card variety, not player capacity.

When the box isn't with you

What makes Dixit work is that everyone reads the same clue differently and then talks about it afterwards. The real entertainment isn't in the cards, it's in the "how on earth did you get that from this" conversation.

That conversation doesn't require a box: a question deck on a phone also passes round the table with nothing to set up. They aren't the same game — one produces association, the other conversation directly. But after a round of Dixit the table is already talking, and questions land naturally there. Best Liar Wins suits people who like bluffing; The Gossip Pot is built for rounds where a group talks about each other.

Frequently asked questions

How many people can play Dixit?

Three to six, though the real range is four to six. With three players only two decoys reach the table and guessing becomes close to a coin flip. Expansions add more cards, not more players.

What can a Dixit clue be?

A word, a sentence, a lyric, an idiom or a sound. The format is open; the only rule is that the clue is given for the card you chose. Describing what's literally on the card is legal but pays nothing, because it leads everyone to the right answer.

Why does the storyteller sometimes score zero?

Because nobody found their card, or because everybody did. Both extremes give the same result: storyteller 0, everyone else 2 points. It's the rule that forces clues to sit in between.

What happens if people vote for my decoy?

You score 1 point per vote. That's why non-storytellers have a strategy of their own. The risk is that a decoy fitting the clue better than the storyteller's card flips the turn to "nobody found it".

Can you play Dixit with children?

Yes — there's no reading involved and the cards are purely illustrations. Younger players tend to give more literal clues, which makes the storyteller's job harder, so in mixed-age groups the clue level has to be pitched at who needs to get it.

How does scoring work in Dixit?

Three cases. Some but not all guess the storyteller's card: storyteller and every correct guesser take 3 points. Nobody or everybody guesses it: the storyteller scores 0 and all other players take 2. On top of that, every player earns 1 point for each vote their own decoy card received. First to 30 wins.

How many points do you get in Dixit?

3 points for the storyteller and each correct guesser in a normal round; 2 points for everyone except the storyteller when the clue was too obvious or too obscure; 1 extra point per vote your decoy attracted. The decoy points are the part most tables forget, and they decide close games.

How many cards do you hold in Dixit?

Six. You draw back up to six at the end of every round, so the hand size stays constant. With more than six players the deck runs down faster, which is why the game caps at six in the base box.

Card sets mentioned in this post

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