You Don’t Know Jack is a long-running but somewhat obscure series of party trivia games, sort of like if the trivia questions that play on the TVs at a Buffalo Wild Wings were written by an asshole. The name of the game is simple questions, phrased in such a way to maximize confusion. This includes special types of questions like Who’s The Dummy, where the host delivers the question through a ventriloquist’s dummy and, due to the voice he puts on, can’t pronounce the letters B, P, or M.
The point of You Don’t Know Jack is to rile up a reaction, and being able to logically think through a question while you’re also laughing at the ridiculous premise is the primary skill required when playing. This, as one might expect, makes You Don’t Know Jack a great party game, since it’s far better to laugh at a ridiculous premise, or to try and reason why a question about Nostradamus has only video games for answers, as a group.
Of course, this only goes so far. While you might be all laughing or confused at a question together, the base rules of the game don’t actually involve direct interaction. Multiple players can select the same answer, so there’s no risk of being “locked out” of the solution to a question. At this point, You Don’t Know Jack involves as much interaction as regular bar trivia, which is, y’know, fine?
Here’s where screws come in. Players receive a single screw per game, a powerful weapon to use against their opponents. Basically, when you use your screw (or, if you prefer, when you screw), you pick one of your opponents, who then has to answer the question in five seconds, or else they take a massive score deduction. If the screwee gets the question right in five seconds, the screwer ends up taking that deduction instead.
What separates the screw from other quiz game/show interaction mechanics is that the screw kind of has nothing to do with understanding the game, per se. Questions are largely equally confusing, meaning that “screw on the toughest question” doesn’t tend to emerge as a viable strategy for players. Furthermore, “screw the player in the lead” isn’t bulletproof either, as the player in the lead is also probably good at the game, and has the best chance of answering a question in time to make your screw backfire.
What screws do reward is knowing your friends. In my time with the game, the strategy that eventually always emerges is to screw someone when a topic comes up that they know nothing about. When I play with my friends, I am almost universally screwed on questions involving any sort of knowledge of professional sports. My friend Craig gets screwed on questions on classic literature and cinema. My friend Stephen gets screwed on celebrity culture. Since there’s such a punishment for having a screw backfire, you want to make sure that screws land on players that have no chance of answering the question right, and the best way to do that in a room full of your friends is to remember what your friends are and aren’t interested in.
Screws also serve another fantastic purpose, which is that they make you pay attention to the room. Normally, when you’re doing any sort of group trivia, reading the room is largely a useless skill. You can try and notice whenever someone’s struggling with a question, but there’s nothing you can do about it. Screws change that dynamic, and whenever I play You Don’t Know Jack, any sort of verbal admittance of confusion (usually involving the word “fuck”) is very shortly followed by that player getting screwed. In the same way that a good board game makes you pay attention to your friends, so too does You Don’t Know Jack, as you lie in wait for someone to admit any sort of weakness so that you can screw them and tear their score to ribbons.
It is thoroughly my opinion that multiplayer games, of any sort, should be designed in such a way that players can inject their own personalities, as well as the dynamic of the group as a whole, into the game, so as to make each play unique. Some games do this by simply allowing such a wide range of strategies that players can express themselves through strategy, like Civilization. Others require a degree of creativity on the players’ behalf to create part of the game, like Legacy board games or The Metagame. And some require you to know your friends’ personalities and use that knowledge against them, like Coup, poker, or You Don’t Know Jack. And for rewarding me for knowing my friends, and for reading their behavior, screws are a Good Idea.