
- BGG rank
- BGG #15,940
- BGG rating
- 6.2
Star Fighters: Rapid Fire
- 1–4 players
- 20–40 min
- Complexity 2.6/5
- 2023

2019
Rules assistance for We Need to Talk…
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
We Need to Talk… is a board game released in 2019 for 4–8 players, 40–60 minutes per game, and ages 14 and up. It was designed by Michael Dunsmore, Bryan Merlonghi, and Jordan Nichols and its main mechanics are Targeted Clues and Roles with Asymmetric Information.
A Game of Staging Ridiculous Interventions about Nonsensical Problems. Caring friends and family have all gathered “because they LOVE you”. That’s how it always starts. That’s when you suddenly realize there’s a problem - and it’s YOU. You’re shocked and clueless, which is why your loved ones have taken it upon themselves to carefully broach the subject. Naturally, no one wants to just come right out and say it. So they keep hinting at it, hoping you’ll catch on eventually. But will you? Or will this Intervention fail? In this game, players take turns being the focus of an intervention by drawing a Problem card with a nonsensical problem like, "Uncontrollable Interpretive Dancing" or "Neurotic Inability to Turn Right". They can't see the card, but all the Concerned Friends and Family can. Friends will give obscure clues that hint at the problem, without giving it away. The sooner the Intervened can guess the problem, the more points they'll score. The longer the Concerned Friends keep them guessing, the more points the Friends can earn. Each of the three rounds have a unique format for giving clues, Broaching the Subject, The Emotional Appeal and Offering a Solution. But if the Intervened cannot guess their problem by the end of the third round, no one will score any points, having failed to help their friend. —description from the publisher
We Need to Talk… supports 4–8 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for We Need to Talk… is 40–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists We Need to Talk… for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
We Need to Talk… has a complexity rating of 1.0 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
We Need to Talk… belongs to these categories: Humor, Party Game, and Deduction. Its main mechanics are Targeted Clues and Roles with Asymmetric Information. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of We Need to Talk… are: Michael Dunsmore, Bryan Merlonghi, and Jordan Nichols. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists We Need to Talk… as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.