Doubt is Our Product
2024
Design8.5/10
Interaction8.5/10
Artistry0.0/10
Strategy7.1/10
Complexity5.0/10

What do these ratings say about Doubt is Our Product?

What kind of game is Doubt is Our Product?

Doubt is Our Product leans heavily into theme and atmosphere, so the setting is a core part of why people enjoy it.

How interactive is Doubt is Our Product?

Doubt is Our Product features meaningful player interaction, with decisions that regularly affect the rest of the table. Competition, and table awareness are important throughout the game.

What is the presentation of Doubt is Our Product like?

Doubt is Our Product is visually straightforward and prioritizes function over spectacle. The presentation stays clear and practical, keeping the focus on decision-making.

How strategic is Doubt is Our Product?

Doubt is Our Product rewards long-term planning and sequencing. Players who enjoy deeper strategic arcs and optimization will likely find a lot to explore.

How hard is Doubt is Our Product to learn?

Doubt is Our Product has moderate complexity, combining approachable core rules with enough depth to stay interesting. Most groups can learn it in a session and grow into stronger play over time.

These ratings reflect player feedback. If it doesn’t match your experience, add your rating to help refine it.

Doubt is Our Product

Asymmetric deckbuilder versus tableau builder; tobacco industry versus public health movement in a disinformation war.
2024 • 2–2

Player info

Average rating
4.02
Players
2–2
Avg time
3060 min
Age
14+

How does this game fit?

Tap if it's a strong fit, if not.

Overview

In the second half of the twentieth century, faced with the incontrovertible truth that cigarette smoking caused lung cancer, the tobacco industry embarked on a campaign of deliberate disinformation while knowingly selling a deadly and highly addictive product. Deeply entrenched in American culture, and with deeper pockets, they leveraged their lobbyists and marketing to avoid regulation and dodge responsibility for a hundred million deaths. A disparate collection of scientists, grassroots activists, politicians, lawyers, and public health officials faced an uphill battle to change the culture, place limits on tobacco advertising, and combat a health crisis of unprecedented scope.

This game from designer Amabel Holland (Nicaea, Endurance) models the asymmetry of this conflict by giving each side a different game. The Company, representing the industry, plays an economic deckbuilder, setting themselves up for big turns, chains of actions, and big profits. The Movement that opposes them is playing a political tableau builder – slowly coming together and organizing to advocate for legislation and regulation. These two halves, each with its own mechanisms and components, intersect the most fully in the disinformation war. Illustrating Brandolini’s Law – “the amount of energy needed to refute bullshit is an order of magnitude bigger than that needed to produce it” – the Company player easily muddies the water, while the Movement must work hard to clear it away.

Categories

Mechanics

Videos