Democrazy - English Rules


A game by Bruno Faidutti,
based on an idea by Karl-Heinz Schmiel.
For 4 to 10 players, ages 10 and up.
Play time: 30 to 45 minutes.


In the game of Democrazy, the rules constantly evolve according to the votes of the players. Each player, on their turn, proposes a change to the rules and submits the change to a vote by all players. If the rule passes, it is adopted. If it is rejected, it fails. Of course, each player will try to pass rules that benefit themselves, and obstruct rules that don't.



  1. Using to the table below, each player takes a number of chips at random from the bag. These chips are placed in front of the player where all players can see them.

    Number of players - Number of chips
    4, 5, 6 players - 6 chips
    7 or 8 players - 5 chips
    9 or 10 players - 4 chips

  2. Each player takes two Vote Cards, one YES and one NO.
  3. The Wild-Card votes (the Definite YES, Definite NO (the ones with the Shoe on them) and the Scam cards) are shuffled and each player is dealt one.
  4. Remove the End Card from the deck. The remaining Law Cards (except for the blank cards which are not used in the standard game) are shuffled and dealt to each player according to the following table.

    Number of players - Number of cards
    4, 5, 6 players - 6 cards
    7 or 8 players - 5 cards
    9 or 10 players - 4 cards

  5. Randomly select 25 Law Cards and divide them into two stacks; One stack of 15 cards, and one stack of 10 cards. The remaining cards are removed from the game. The End Card is now added to the stack of 10 cards, which is then shuffled. Place the stack of 10 cards containing the End Card in the center of the table. Now shuffle the stack of 15 cards, and place it on top of the stack of 10. You will now have one stack of cards with the End Card somewhere between the 16th card and the bottom.



    The player draws one Law Card from the top of the stack If the player draws the End Card, the game is immediately over, and players proceed to score the game.


    The player must choose one Law Card from their hand, and read the law out loud.

  3. VOTE:

    All players pick one Vote Card, and hold it face down in front of them. The Vote Cards are simultaneously revealed once all players have chosen a card. The Basic Rule of Voting: If there are a majority of YES votes, the law is adopted. If there are a majority of NO Votes, the law is rejected. Exception: The Wild-Card Votes change the Basic Rule of voting as follows:

    After the vote, players take back their YES and NO Vote Cards. However, the Wild Card Votes are used only once. Therefore, any that were played in the last vote are now discarded. In the case of a tie between YES and NO votes, look at the small circle on top of the Law Card. If the circle is black, the law is rejected. If the circle is white, the law is adopted.


    There are two types of laws: Red Laws, which have an instant effect on the game. When a red law is adopted, it is immediately applied and then discarded. Blue Laws, which have a lasting effect on the game. When a blue law is adopted, it is placed face up in the center of the table. This law will take effect at the start of the next player's turn. Some of the blue laws have a symbol at the bottom of the card. While there can be up to six blue laws without a symbol in effect, there can never be more than one blue law of each symbol in effect at a time. When a player places a newly adopted law with the same symbol as a law already on the table, the original law is discarded.

    There can never be more than six blue laws in effect at any time. When a player proposes a seventh blue law, and there is not a card with a matching symbol already on the table, the player must indicate before the voting begins which existing law will be replaced.


When there is a conflict between laws (this is rarely the case), the earliest adopted law has precedence. When player order matters (also rarely the case), players must follow the law in clockwise order starting with the player whose turn it is. This only usually matters in cases where players must take new chips or give up chips.

Important: Many laws requires a player to "draw a chip". In this case, the player reaches into the bag and draws a random chip. Several laws also require a player to "lose a chip". In this case, the player chooses one of their own chips and returns it to the bag.


The game can end in two different ways: Attention: Do not confuse the references to "points" and "chips" in the laws. Chips are the round wooden markers that are collected during the game. Points have no physical existence and are scored only at the end of the game.


Five Blank Law Cards are added to the deck of Law Cards. A player may use a "blank law" to propose a Red Law of that player's own invention. The law must be clearly stated, and not contrary to the spirit of the game. However, we leave that judgment up to the players.


I would like to thank Karl-Heinz Schmiel, who allowed me to create and publish this game which borrows, very freely, from his game "Das Regeln Wir Schon". I would also like to thank the innumerable play-testers: Henri Balczesak, Nadine Bernard, Laurent Bernard, Scarlett Bocchi, Frank Branham, Fabienne Cazalis, Cyrille Daujean, Hervé Marly, Gérard Mathieu, Bernard Mendiburu, Jean-Marc Pauty, Pierre Rosenthal, Irène Villa and a large number of others.