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Wits

Printable Comparison Card Games.

16 Decks60 Cards a Deck7 Tables a Print2–6 PlayersFree to Print

Wits is a comparison card game played like Crazy Eights. Match the card on the pile; the first player to empty their hand wins. Every card carries a fact from the period, and every fact belongs to a camp (a side, such as Federalist) and an issue (a topic, such as the economy). Neither is printed on the card.

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Sixteen decks across five courses. Play a deck online, or print a classroom set. Print opens on the card sheets.

Course
APUSH Periods 1–2

Wits: Empire

SpanishFrenchDutchBritish
APUSH Period 3

Wits: The Revolution

LoyalistPatriotFederalistDem-Rep
APUSH Periods 3–4

Wits: Jacksonian America

DemocratWhigKnow-NothingAbolitionist
APUSH Period 5

Wits: The Civil War

Fire-EaterN. DemocratRepublicanAbolitionist
APUSH Periods 6–7

Wits: The Gilded Age

StalwartProgressivePopulistIndustrialist
APUSH Periods 7–8

Wits: The New Century

Progressive Rep.Old Guard Rep.Southern Dem.New Deal Dem.
APUSH Periods 8–9

Wits: The Realignment

Liberal Dem.DixiecratModerate Rep.Conservative Rep.
AP World Unit 1 · AP Human Geo Unit 3

Wits: World Religions

ChristianityIslamBuddhismHinduism
AP World Unit 3

Wits: Land-Based Empires

OttomanSafavidMughalQing
AP World Unit 5

Wits: Age of Revolutions

AmericanFrenchHaitianLatin American
AP Euro Unit 2

Wits: The Reformation

LutheranCalvinistAnabaptistCatholic
AP Euro Unit 7

Wits: The Isms

LiberalConservativeNationalistSocialist
AP Human Geo Unit 2

Wits: The Demographic Transition

Stage 1Stage 2Stage 3Stage 4
AP Human Geo Unit 5

Wits: Agriculture

Intensive SubsistenceExtensive SubsistenceIntensive CommercialExtensive Commercial
AP Psych Unit 4

Wits: Personality

PsychodynamicHumanisticSocial-CognitiveTrait
AP Psych Units 1–5

Wits: Psychology Perspectives

BehavioralCognitiveBiologicalPsychodynamic

No deck for that course yet. Clear the filter to see all sixteen.

How It Plays

Challenge

Challenge is a standing rule, not a card. Any player, any time. A bad play takes the card back and costs two. A bad challenge costs the challenger two.

About two bluffs a hand get played and roughly a third get caught.

The Three Action Cards

A deck is 60 cards: 40 facts, 8 Wild Wit, 8 Witless, 4 Outwit. That ratio is set for pace — two to three hands in fifteen minutes at a table of four.

Why Nothing Is Printed on the Card

The card shows a period image and a fact. No camp, no issue, no number, no color code. Anything that correlates with the answer would hand it over.

You teach the camps and the pattern first. Then students meet a fact they have never seen and have to place it. Some cards a student cannot place at all. The bluff sheds them. Without it, hands never empty and the game never ends.

Difficulty comes from which table you sit at. The rules do not change.

Printing a Class Set

Each title prints as one PDF: seven complete copies of the deck, so seven tables can play at once. Every copy opens with its own table sheet — rules on the front, the teacher answer key on the back — then the card sheets and their numbered backs.

Cut the stack apart and each table has a whole kit. Print double-sided, flip on the long edge, and cut on the lines.

Every deck is on the Printables page alongside the vocabulary kits and worksheets. Preview a table sheet on screen before you print.