Publisher: The Op
Designer: Sean Fletcher
2-4 Players
Playtime: 30-60 Minutes
Family party games aren’t as talked about as their adult and offensive peers, especially after Cards Against Humanity hit the mainstream. Still, there is plenty of room in the hobby for family board games that don’t lean on being offensive. What The Cup aims to be the next accessible family party game, mixing together bluffing and luck with little red cups. Sure, red cups are almost synonymous with parties full of booze, but maybe it’s time to reclaim that.
A Brief How To Play
What The Cup features brisk setup. Everyone gets a cup and a die. The cards are shuffled, with one card that indicates that a round is over-shuffled into the bottom few cards. The high/low coin is placed in the center of the table with the “High” side faceup. Everyone shakes their cup and peeks at their die. Every player is given chips and places one in the middle as the ante. The game can now be played.
The turn player flips a card from the deck and chooses between following through with the card’s instructions or flipping the high/low coin. Play continues with the next player, rotating until the finishing card is drawn. The player who has the highest or lowest being wins the chips. The deck is shuffled and a new round begins.
When a player runs out of chips, the player with the most chips wins.
Pacing and Interactivity
What The Cup thrives off of great pacing during rounds, keeping downtime minimal, and turns quick. The core gameplay involves drawing cards, deciding between card actions, or flipping the high/low marker, ensuring a dynamic flow that encourages engagement without bogging players down with analysis paralysis.
While keeping track of various dice and their owners is essential, the game cleverly avoids inducing action paralysis, catering to players who seek a lively pace. However, the deck’s size can sometimes extend the game’s duration beyond the advertised 30 minutes, particularly if certain cards aren’t fully utilized. The balance between keeping the game swift and preventing it from dragging depends on the group dynamics, making it essential to gauge the players’ preferences.

Despite its bluffing game tag, What The Cup leans more toward passive bluffs, lacking the strategic depth found in games like poker or Sheriff of Nottingham. The element of luck overshadows the potential for skillful bluffing, which might result in some players losing track of the dice, diminishing the effectiveness of this aspect.
Replay Value
Variety is somewhat lacking in What The Cup, necessitating a rotation of different groups to maintain freshness. The absence of intricate strategies makes it difficult to establish metas or consistent group tendencies, limiting the game’s depth and replayability.
Since the entire deck is usually cycled through in a single round, each card sees the light of day during a game, and the absence of modifiers hampers long-term replay value. What The Cup might find its stride for about ten plays with the same group, which could suffice for certain players.
Theme and Components
The endearing charm of What The Cup lies in its adorable cups, which conceal the dice in a novel way. Component quality, however, falls in the middle ground, with cards exhibiting some flimsiness and dice adhering to standard norms. While the red cups add a dash of intrigue, the rest of the components are serviceable without leaving a lasting impression.

Although the game doesn’t boast a vivid theme, it avoids complete abstraction. The cups serve their purpose of hiding dice, offering a refreshing twist on their traditional role.
What The Cup Is Great For Fans Of…
What The Cup finds its niche among enthusiasts of light games with a substantial chance element, delivering. Fans of “card counting” will also revel in the opportunity to strategically deduce the winning die, adding a layer of deduction to the mix.
What The Cup!?
What The Cup!? just barely misses the mark of being a sustainable party game. The rocky pacing and heavy amounts of luck make it a niche title.
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Pacing and Interactivity
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Replay Value
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Theme and Components
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Enjoyment