


God, Hitler, and Gandhi Walk into a Bar…
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In the end, someone is convinced they're right, someone else is still laughing at that absurd joke, and everyone wonders if what they just said truly represents them.
WHAT IT'S ABOUT
A game where you defend the indefensible and attack what you believe in
Published by Creative Live Games in 2024, this party game brings a simple and provocative concept to the table: teams challenging each other in debates on topics ranging from the trivial to the controversial. The title leaves no room for doubt: three very different historical figures walk into a bar, and that's where it all begins.
Each team must defend or attack randomly drawn ideas, even if they are completely opposite to their personal values. A schizophrenic God judges the arguments, and the first to reach five victories wins. Speed, rhetoric, and absurdity mix in 45 minutes of pure confrontation.
What they say abroad
A game that forces you to put yourself in others' shoes, even when you don't want to. And in the end, you understand why laughing together is the only thing that saves us.
— FroGames
The beauty isn't winning the debate. It's discovering that you can defend anything if you find the right angle.
— FroGames
God, Hitler, and Gandhi Walk into a Bar…
The Ingredients of Chaos
What you find in the box
Argument Cards
Dozens of topics ready for debate: some harmless, others that make you think 'do I really have to defend this?' Variety is the engine of the game.
Character Cards
Historical, philosophical, religious figures. Each team embodies one and must argue from their point of view, real or invented.
The Schizophrenic God
The judge changes mood and evaluation criteria every round. Sometimes he rewards eloquence, other times speed, other times pure chaos.
Timer
Time is running out and forces you to think fast. No prepared speeches: just improvisation, instinct, and hope.
In an hour, someone will have defended the indefensible, someone else will have discovered they can argue anything, and everyone will have a story to tell.
A game in five acts
What happens at the table
Not the rules. The experience.
Teams form and God decides
Roles are assigned, players discover which character they embody, and God announces their first judgment criterion. Some are already laughing, some are mentally preparing, some already know it will end badly.
The first topic hits the table
A card is drawn, and someone has to defend or attack an idea. The timer starts, words tumble out with difficulty or in a torrent. The rest of the team tries to support, but often makes everything worse.
Positions are reversed
A team that just defended a thesis now finds itself having to demolish it in the next round. The absurdity of the situation becomes clear: no one really believes what they are saying, but everyone believes it for those 60 seconds.
The quip that changes everything
Someone throws out an argument so absurd, quick, or brilliant that God (and the table) explodes. That moment becomes legendary: it will be repeated for weeks.
Five victories and the game ends
A team reaches the finish line. Some cheer, some dispute God's last decision, some are still convinced that the opponent's argument was weak. No one talks about who won: they talk about the absurd things said along the way.
How to play
The flow of each round
Each debate follows a simple structure: draw, argue, judge.
At the start of the round, God announces how they will judge: speed, eloquence, originality, or pure chaos. Teams must adapt.
A card determines which thesis to defend or attack. Teams discover their position and have a few seconds to mentally prepare.
The timer starts, and one team begins to defend their thesis. Others can interrupt, dispute, support. God observes and decides.
God declares the winner of the debate based on the announced criterion. The winning team earns a point. First to five wins the game.
Why it's different from others
Six reasons why this game rocks
You have to defend what you don't believe in
The game forces you out of your ideological comfort zone. You can't retreat into your beliefs: you must embody opposing positions and find convincing arguments to support them. It's disorienting, liberating, and often enlightening.
The schizophrenic God changes the rules
There's no fixed winning criterion. The divine judge changes mood and priorities every round: sometimes they reward the fastest, other times the most eloquent, and still other times the funniest. You have to adapt on the fly.
Scales from 3 to 99 players
It works with three, it works with thirty. Teams adapt to the number of participants, and the more you are, the more chaotic the discussion becomes. Perfect for parties, events, extended evenings.
Topics range everywhere
From the trivial to the philosophical, from the ridiculous to the controversial. The cards cover a huge spectrum of themes, and each game leads to completely different debates. You never get bored, because you never know what will come out.
Zero preparation, maximum improvisation
You can't study strategies or prepare in advance. The game thrives on immediate reactions, quick wit, improvised arguments. It's the anti-eurogame: here, the winner is whoever can think fast under pressure.
Breaks the ice (and conventions)
It's a game that pushes you to say things you normally never would. It creates moments of collective embarrassment, liberating laughter, and conversations that continue even afterward. Perfect for truly getting to know people.
How it ends
How to win and how to lose
The game progresses with won or lost debates until one team reaches the finish line.
Victory
- Your team wins five debates before the opponents
- You convince God with brilliant, quick, or absurd arguments (depending on their mood)
- You demonstrate that you can defend any position, even the most uncomfortable
Defeat
- The opponents reach five victories before you
- You fail to adapt to God's changing criteria
- You freeze under pressure and let the other team win by default
This isn't a game for those who seek affirmation. It's for those who want to challenge themselves, discover hidden sides of themselves, and laugh at the impossibility of always being right.
Frequently asked questions
FAQ about God, Hitler and Gandhi Walk into a Bar…
Is it really suitable for 3 to 99 players?
Yes, but the experience changes. With 3-6 players, it's more intimate and controlled; with 10+, it becomes chaotic and unpredictable. The game scales well because teams adapt to the number: the more you are, the more voices overlap, the more the debate explodes.
How controversial are the topics?
It depends on the group. The game includes topics ranging from lighthearted to provocative. It's up to you to decide how far to push it. If the group is open, it can become very intense. If you prefer lighter tones, you can filter the cards.
Do you need to be a good speaker to play?
No. You just need to be willing to dive in. Eloquent speakers have an advantage, but often the winner is whoever improvises best or is funniest. The schizophrenic God changes the criteria, so even non-orators can triumph.
Can you play with people who think very differently?
Yes, and that's where the game shines. It forces you to defend positions that aren't yours and attack ideas you might share. It's an exercise in forced empathy, and often helps understand different perspectives. But it requires maturity and a sense of humor.
Is it available in Italian?
Yes, this is the Italian edition published by Asmodee. All cards, characters, and rules are in Italian. The full title is 'Dio, Hitler e Gandhi Entrano in un Bar…'.
God, Hitler and Gandhi Walk into a Bar… is a provocative party game for 3-99 players, lasting 45 minutes, recommended age 18+. Published by Asmodee, the game is based on team debates where you must defend ideas opposite to your personal beliefs. A schizophrenic God judges arguments by changing criteria every round: speed, eloquence, absurdity. The team-based mechanic creates moments of pure improvisation, argumentation under pressure, and conversations that continue even after the game. Perfect for large groups, evenings with open-minded friends, and anyone who wants to test themselves beyond their certainties. Available on FroGames.it.

God, Hitler, and Gandhi Walk into a Bar…
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