Press Kit

F**k. The Game — box with cards

F**k. The Game — Press Kit

The Australian party card game that weaponises the Stroop effect to make your brain misfire while you swear at your friends. Everything journalists, producers, and reviewers need to know.

60Cards
2–8Players
18+Age
500+Kickstarter Backers
1935Stroop Effect

About the Game

F**k. The Game is a fast-paced Australian party card game that weaponises the Stroop effect — a 1935 cognitive-psychology finding — to make your brain misfire while you swear at your friends. Every card pairs a swear word with a colour, and the colour and the word are designed to fight each other.

The deck mixes black-text and coloured-text cards, and what you do depends on what you draw. Black text? You shout the background colour. Coloured text? You shout "Cock!" and point at another player, who picks up the pile. On top of that, each swear word triggers its own action — Asshole reverses play, Shit skips the next player, Cunt is a wild card — and the F-word has its own escalating ladder where one, two, or three in a row punishes the table progressively harder. Hesitate, fumble, or call it wrong and everyone else slaps the pile — you collect the lot. First player to lose all their cards wins.

Designed for 2–8 players aged 18+, a full game runs 15–30 minutes. The pocket-sized deck contains 60 playing cards, 4 quick-reference rule cards, and a 12-page instruction booklet with advanced variants. Created in Perth, Kickstarted in 2015, the game has been in continuous production ever since, ships worldwide from Amazon warehouses, and is published in English, French, and Spanish editions.

How It Works

  1. Draw. Flip a card from your deck into the central pile.
  2. Black text? Shout the BACKGROUND COLOUR aloud — fast.
  3. Coloured text? Shout "COCK!" and point at another player — they pick up the pile.
  4. Mind the word. The swear word on the card triggers its own action (see table below).
  5. Slap. Too slow or wrong? Other players slap the pile. You take the lot.
  6. Win. First player to lose all their cards wins. Losers expand their vocabulary.

What Each Swear Word Does

Word Effect
Asshole Reverse direction of play
Shit Skip next player
Cock Next player picks up 2 cards
Pussy Next player picks up 4 cards
Cunt Wild card — choose any colour; also negates any other card
1 × F**k Everyone gives the next player 1 card from their deck
2 × F**k (consecutive) Player after them picks up 10 cards
3 × F**k (consecutive) This player nominates anyone to pick up 10 cards
F**k. The Game — rules diagram

The Origin Story

Bela Inkster created F**k. The Game in Perth, Australia. The idea was conceived in September 2014 after watching Stephen Fry's BBC documentary series Planet Word. In one segment, Fry and actor Brian Blessed were given a Stroop test that used swear words — they struggled to say the colours and could only read the words, dissolving into tears of laughter.

Around the same time, Bela had been playing a range of different card games with friends, and the pieces clicked into place: the Stroop effect + swear words + a card game format. As a graphic designer by trade, Bela had every skill he needed — typography, colour theory, print production — to build it himself.

He spent months obsessed with the details: testing the right ratio of colours to swear words, refining the rules so the game worked as a drinking game but still had enough structure to stay replayable, and tuning every card so each round felt different. As he put it: "I didn't want it to be a fad game people play just once — it needed to be a fun challenge that you want to come back to."

F**k. The Game — box opened showing cards

In May 2015, Bela launched a Kickstarter campaign. It was successfully funded by more than 500 backers — proof that the profanity-party-game gap in the market was very real. More than a decade later, the game is still in print, ships internationally, and is available in English, French, and Spanish.

Product Factsheet

Product Name
F**k. The Game
Publisher
Inkster Games
Creator
Bela Inkster (Perth, Australia)
Launch
Kickstarter, May 2015 — funded by 500+ backers
Players
2–8
Ages
18+ (contains strong language)
Play Time
15–30 minutes
Contents
60 playing cards, 4 quick-reference rule cards, 12-page instruction booklet with advanced variants, pocket-sized box
Price (RRP)
$22.95 AUD
Editions
English, French, Spanish
Available
f--kthegame.com, Amazon (UK, AU, CA), and select retailers worldwide. Distributed in Australia by Asmodee.
F**k. The Game — size reference F**k. The Game — top view

Press Coverage

Smosh Games played F**k. The Game on their channel — watch them try to suppress their reading reflex in real time:

Smosh Games playing F**k. The Game Smosh Games reacting during gameplay Smosh Games group shot

Story Angles for Journalists

DRAFT — pending Bela's approval. The following narrative angles are starter drafts intended for workshopping. Tone, framing, and facts all need Bela's sign-off before being used in pitches. Treat them as a menu of possible stories, not finished copy.

1. The Neuroscience of Swearing

The Stroop effect — first documented by John Ridley Stroop in 1935 — is one of the most-cited findings in cognitive psychology. The brain's reading reflex is so automatic that it overrides conscious control: shown the word "RED" printed in blue ink, the average person takes measurably longer to name the colour than to read the word. Researchers have spent ninety years using it to probe attention, inhibition, and executive function.

F**k. The Game is, to its creator's knowledge, the only commercially available game built entirely around this effect — and crucially, it pairs the test with taboo words. Neuroscience has long shown that profanity is processed differently from other language: swear words activate the limbic system (the emotional brain) rather than the standard left-hemisphere language centres. That's part of why people can recover speech after a stroke and still be able to swear, and it's part of why F**k. The Game is so destabilising to play. You're not just fighting the reading reflex — you're fighting the emotional charge of the word itself.

The angle for a journalist: a fast, funny, accessible explainer of how a party game accidentally became a working demonstration of one of psychology's most robust findings. Good fit for pop-science writers, podcasts on language and cognition, or anyone covering the neuroscience-of-swearing genre.

2. From Documentary to Deck: A Creator's Story

In September 2014, a Perth graphic designer named Bela Inkster sat down to watch Stephen Fry's BBC documentary series Planet Word. In one segment, Fry and actor Brian Blessed were handed a laptop running a Stroop test that had been modified to use swear words. Both men, articulate to a fault, broke down completely. They couldn't say the colours. They could only read the words. Then they couldn't stop laughing.

Bela had been playing a string of different card games with friends around the same time, and the pieces snapped together: the Stroop effect, profanity, a deck format. As a graphic designer with print-production experience, he already had every technical skill he needed to build it. He spent months testing card ratios, refining the rules so the game worked as a drinking game without losing structural integrity, and obsessing over the typography until every card felt different from the last.

In May 2015, he launched a Kickstarter. It funded successfully, backed by more than 500 strangers. A decade later, the game is still in print, has been translated into French and Spanish, and ships worldwide.

The angle for a journalist: a clean, well-paced origin story about how a piece of broadcast television sparked a working product, with all the right beats — a creative inspiration moment, a Kickstarter validation, and a decade of staying power. Good fit for creator profiles, design publications, or any "how I made it" feature.

3. The Long Tail of a 2015 Kickstarter

In 2015, board games were having a moment. Kickstarter had become the dominant launch pad for new tabletop products, and the gold rush was on. Most of those campaigns produced one print run and disappeared. F**k. The Game did not.

Funded by over 500 backers in May 2015, it has been in continuous production for more than a decade, expanded into French and Spanish editions, and remains stocked on Amazon across multiple markets. There is no continuing Kickstarter campaign, no celebrity investor, no Series A — just a niche product that found its audience and held it.

The angle for a journalist: a case study in tabletop longevity, useful for any business or culture writer covering Kickstarter retrospectives, indie publishing, or the survivor economics of niche product categories. Particularly relevant against the backdrop of crowdfunding fatigue and the post-2020 board-game-bubble correction.

4. Designed to Survive a Pub: The Typography of a Hit Party Game

Most card games are designed to be played at a kitchen table under good light. F**k. The Game was designed to work in a dimly lit pub at 11pm with five people shouting. That distinction shows up everywhere in the product — in the colour palette, the font choices, the size of the typography, and the deliberate variation between cards.

Bela Inkster is a graphic designer first, and the game is in many ways a typography project. The Stroop effect only works if the colour and the word are immediately legible at speed; the game only works if the typography is hostile enough to slow your reading down. Striking that balance — across 60 cards that must each feel different — is the design challenge the entire product is built around.

The angle for a journalist: a craft-focused profile for design publications, typography blogs, or the design/process columns of broader culture outlets. The hook is that the game is, in some sense, a piece of applied typography research that happens to involve swearing.

5. Party Games in the Age of Short Attention Spans

The board-game category has bifurcated. On one end, hour-long strategy titles for dedicated hobbyists. On the other, fifteen-minute, high-confrontation party decks that you can pull out of a pocket at a bar. The second category is winning the cultural mainstream — Cards Against Humanity, Exploding Kittens, What Do You Meme, and now a long tail of imitators all live in that space.

F**k. The Game has been in that bracket for over a decade, and its design choices speak directly to it: a pocket-sized box, 15–30 minute games, zero setup, immediate aggression, and a mechanic that demands attention but rewards short bursts of it. It is, in product-design terms, an answer to the question "what should a party game look like in 2025?" — except it was that answer in 2015.

The angle for a journalist: a category-trends piece on the rise of the modern party deck. Useful for tabletop publications, lifestyle writers covering social trends, or any feature on what people actually play when they have twenty minutes and a drink in hand.

Contact & Media

For review copies, interview requests, high-res images, or collaboration inquiries:

Bela Inkster
Inkster Games
Perth, Western Australia
bela@f--kthegame.com
f--kthegame.com

F**k. The Game is available at f--kthegame.com and on Amazon (UK, AU, CA).