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Dobble
Dobble
from Wikipedia

Dobble
Alternative namesSpot It!
TypeMatching
Players2-8
Age range8+
Cards55
DeckProprietary cards
Playing time15 minutes

Dobble is a game in which players have to find symbols in common between two cards. It was the UK’s best-selling game in 2018 and 2019.[1][2][3]

The game is sold as Dobble in Europe and Spot It! in the US.[4] The name is a play on the word 'double'.[5]

Gameplay

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The game uses a deck of 55 cards, each printed with eight different symbols. Any two cards always share one, and only one, matching symbol. The objective of the game is to be the first player to announce the common symbol between two given cards.[4]

Development

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In 1976, inspired by Kirkman's schoolgirl problem, French mathematics enthusiast Jacques Cottereau devised a game consisting of a set of 31 cards each with six images of insects, with exactly one image shared between each pair of them. In 2008, journalist and game designer Denis Blanchot found a few of the cards from the "game of insects" and developed the idea to create Dobble.[5]

Dobble was released in France in 2009, and in the UK and North America in 2011 under Blue Orange Games. In 2015, the French board game company Asmodee acquired the rights to Dobble and Spot It![5][6][7]

Mathematics

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2 points on each line, 2 lines on each point

The special way that symbols are arranged on Dobble cards can be understood using geometry. If each card is represented by a line, and each symbol by a point where two lines intersect, then the properties of Dobble are that:

  • any two lines intersect at exactly one point, and
  • any two points are joined by exactly one line.

This geometric structure is an example of a finite projective plane.[8]

The Fano Plane

If there are 3 points in each line this creates a structure known as the Fano plane. This represents a simpler version of Dobble with 3 symbols on each card, 7 cards and 7 symbols.[8]

In general, a finite projective plane of order n has n+1 points on each line, and n2+n+1 points and lines.[8] This implies that a finite projective plane of order n−1 has n points on each line, and n2−n+1 points and lines.

Graph of the projective plane of order 7, having 57 points, 57 lines, 8 points on each line and 8 lines passing through each point, where each point is denoted by a rounded rectangle and each line by a combination of letter and number. Only lines with letter A and H are drawn. In the Dobble or Spot It! game, two points are removed. In the SVG file, hover over a line to highlight it.

The game of Dobble with 8 symbols on each card corresponds to the finite projective plane of order 7, where each line joins 8 points. This results in a structure with 57 lines and 57 points (72+7+1=82−8+1=57),[8] corresponding to a maximum of 57 cards and 57 symbols. Dobble uses 55 cards rather than 57 to allow the cards to be printed on standard card-making machines that are designed to produce decks of standard playing cards (52 plus 2 jokers and 1 advertising card).[5][9] A junior version of Dobble features 6 symbols per card, 30 cards, and 31 different symbols (62−6+1=31).

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dobble is a fast-paced perceptual for 2 to 8 players, designed for ages 6 and up, in which participants race to identify the single matching symbol shared between any two cards from a deck of 55 circular cards, each displaying eight distinct symbols selected from a total of 57 possible icons. The game emphasizes speed, observation, and quick articulation, with gameplay typically lasting about 15 minutes and featuring five mini-game variations such as "Fill the Wells," "The Tower," "The ," "Stack," and "Trio" to keep sessions dynamic. Originating in and first released in 2009 (as Dobble in by Play Factory and Spot It! in by Blue Orange Games), with rights acquired by in 2015, the game's structure is rooted in finite , specifically a projective plane of order 7 (with two cards omitted from the full set of 57), ensuring that every pair of cards shares exactly one symbol. This mathematical foundation traces back to 19th-century combinatorial designs, including Thomas Kirkman's 1850 "schoolgirl problem," and an earlier precursor game called Le Jeu des Insectes created by French Cottereau in 1976. Since its launch, Dobble has become a global bestseller, spawning numerous themed editions such as Dobble Kids (with fewer symbols for younger players), Dobble Collector (featuring pop culture icons), and licensed variants tied to franchises like Disney, Star Wars, and Harry Potter, all maintaining the core matching mechanic while adapting symbols for different audiences. The game's enduring popularity stems from its simplicity, portability, and educational value in enhancing visual processing and pattern recognition skills.

History

Origins

The origins of Dobble trace back to the mid-19th century, drawing inspiration from the , a combinatorial puzzle posed by Reverend Thomas Penyngton Kirkman in 1850. This problem challenged readers to arrange 15 schoolgirls into rows of three for seven days such that any two girls would walk together in a row exactly once over the week, embodying principles of balanced incomplete block designs in mathematics. Kirkman's query, published in The Lady's and Gentleman's Diary, laid foundational concepts for later combinatorial games by ensuring unique pairwise intersections among groups. In 1976, French mathematics enthusiast Jacques Cottereau adapted these ideas into an early playable prototype, motivated by his interest in geometric concepts and error-correcting codes. Cottereau's creation, known as the "game of insects," featured 31 cards, each displaying 6 insect symbols, structured so that any two cards shared exactly one common symbol. This design was based on a finite projective plane of order 5, where the 31 cards represented lines and points, with 6 symbols per card ensuring the unique intersection property. Despite its innovative structure, Cottereau's saw no in the 1970s, remaining a personal endeavor due to limited production capabilities and lack of broader awareness among game publishers. As a hobbyist rather than a professional game designer, Cottereau's work gathered dust for decades before influencing later developments.

Development and Commercialization

In the spring of 2008, journalist and game designer Denis Blanchot discovered a set of prototype cards from Jacques Cottereau's earlier "Game of Insects," a deck featuring insect illustrations with a unique symbol-matching mechanic, and immediately recognized its commercial potential as a fast-paced party game. Blanchot assembled a design team that included Cottereau, along with Guillaume Gille-Naves and Igor Polouchine from Play Factory, to refine and modernize the concept through extensive prototyping and playtesting. They simplified the patterns for broader appeal, expanded the deck to 55 cards using a projective plane of order 7—each card bearing 8 symbols from a total of 57 unique images—and shifted the artwork from detailed insects to vibrant, abstract icons optimized for rapid visual recognition. The refined game debuted in in early fall 2009 as Dobble, named as a playful reference to "double" to highlight the single shared symbol between any pair of cards, and was published by Play Factory. It quickly expanded internationally, with a German release in 2010 followed by launches in the UK and in 2011 under the title Spot It!, handled by Blue Orange Games in the market. In 2015, acquired the worldwide publishing and licensing rights to Dobble and Spot It!, facilitating global distribution and the development of over 100 themed editions while securing protections for the core design and branding. This move propelled the game's commercialization, with more than 12 million units sold worldwide since 2009 and annual sales exceeding 500,000 copies. Notable milestones include topping the sales charts in 2018, when it reached its one-millionth sale there, and repeating as the best-seller in 2019.

Gameplay

Components and Setup

The standard Dobble game features a deck of 55 circular cards, each displaying 8 unique symbols drawn from a total of 57 possible symbols across the set, including examples such as an eye, a snowflake, and a . The symbols are simple, recognizable icons designed to be easily identifiable at a glance, with any two cards in the deck sharing exactly one matching symbol. The cards are printed with symbols arranged in a circular pattern around the center, promoting rapid visual scanning during play, and are constructed from sturdy cardstock to withstand repeated use. This design enhances portability, allowing the game to be played in diverse environments without risk of damage. No dice, boards, tokens, or other accessories are needed beyond the core deck. The game typically includes an optional metal storage tin for safekeeping the cards when not in use. To prepare for a game accommodating 2 to 8 players, shuffle the deck well to randomize the cards. Place one card face down in front of each player; place the remaining cards face up in the center as a draw pile. This simple arrangement ensures immediate readiness for play.

Rules and Objectives

Dobble is a fast-paced where the primary objective is for players to be the first to identify and call out the single matching shared between their card and a central or visible card. The core rule ensuring fair play is that any two cards in the deck share exactly one identical —same in and color, though varying in size—preventing ambiguity and guaranteeing a unique match. This mechanic promotes quick visual scanning and verbal announcement, with the first correct call determining the action. In the basic mode, known as "" and suitable for 2 or more players, each player starts with one card face down in front of them, with the draw pile face up in the center. All players simultaneously flip their cards and scan for the matching between their card and the top card of the draw pile, shouting it out upon discovery; the first to do so correctly takes the top card of the draw pile and adds it to their collection, revealing the next card from the draw pile. Play continues in this manner until the draw pile is exhausted, at which point the player holding the most cards is declared the winner. Ties in calling the are resolved by the first player to physically claim the card. Several alternative modes build on this foundation, each emphasizing speed, reflexes, and observation while varying the win conditions and interactions. In "The Well," players start with cards in hand and a central pile; the goal is to discard all cards by matching them to the top of the center pile, with the first to empty their hand winning. "The Stack" (also called "") involves passing cards rapidly to opponents upon spotting a match, aiming to end with the fewest cards after multiple rounds. "The Triangle" (or "Triplet") requires identifying a symbol common to three cards laid out, claiming them for points, with the player collecting the most such sets victorious. These variants can be played individually or in sequence, awarding overall victory to the player who wins the most mini-games. The game supports 2 to 8 players and typically lasts 10 to 15 minutes per session, making it ideal for quick family or group play, and is recommended for ages 6 and older.

Mathematical Foundation

Combinatorial Properties

The standard Dobble deck consists of 55 cards, each featuring exactly 8 unique symbols selected from a total of 57 distinct symbols across the entire set. Due to the from the full , symbols appear on 8, 7, or 6 cards, with symbols on 8 cards, 14 on 7 cards, and 1 on 6 cards. A fundamental combinatorial property of Dobble is that any two cards share precisely one symbol in common, ensuring that no pair intersects in zero or multiple symbols. In the underlying full structure, any two symbols appear together on exactly one card, maintaining the uniqueness of pairings; however, in the 55-card commercial deck, some symbol pairs do not appear together on any card due to the removal of two cards. These properties stem from finite geometry structures and enable fair, consistent gameplay by ensuring players can quickly identify the single matching symbol between any two cards without ambiguity or the risk of overlooking or confusing multiple intersections. The card intersection property results in a total of \binom{55}{2} = 1,485 distinct card pairs, each sharing a unique matching symbol.

Projective Planes

A finite of order nn is a combinatorial structure consisting of points and lines that satisfy specific incidence axioms: any two distinct points determine a unique line, any two distinct lines intersect at a unique point, and there are at least three points on every line and three lines through every point. Such planes exist when nn is a , and they possess n2+n+1n^2 + n + 1 points and the same number of lines, with each line containing n+1n + 1 points and each point lying on n+1n + 1 lines. These properties ensure that any two lines share exactly one point, providing the symmetric crucial for games like Dobble. In Dobble, the deck is derived from the finite projective plane of order n=7n = 7, a prime power, which yields 57 points (representing the symbols) and 57 lines (corresponding to the full set of cards). Each card features n+1=8n + 1 = 8 symbols, and any two cards intersect at exactly one symbol, mirroring the plane's incidence properties. The general formula for a complete deck based on this structure is n2+n+1n^2 + n + 1 cards, each with n+1n + 1 symbols from a set of n2+n+1n^2 + n + 1 total symbols; for n=7n = 7, this produces 57 cards and 57 symbols. However, the commercial Dobble deck truncates to 55 cards while retaining all 57 symbols to enhance practicality in production and gameplay, removing two cards without disrupting the core card-matching property, though it affects symbol co-occurrence frequencies and some symbol pairings. The construction of Dobble's projective plane relies on the finite field GF(7)\mathrm{GF}(7), the field with seven elements, where points are equivalence classes of nonzero vectors in a three-dimensional over GF(7)\mathrm{GF}(7), and lines are sets of points satisfying linear equations of the form Ax+By+Cz=0Ax + By + Cz = 0. This algebraic approach generates the systematically. The choice of n=7n = 7 balances playability, with 8 symbols per card providing sufficient variety, against deck size; smaller prime powers like n=5n = 5 yield only 31 cards, which may feel too limited, while larger ones like n=11n = 11 produce 133 cards, increasing complexity beyond practical . Historically, projective planes trace roots to combinatorial puzzles such as for related designs at smaller orders like n=3n = 3, with extensions to higher prime powers enabling modern applications like Dobble.

Variants and Adaptations

Themed Physical Versions

Dobble has been released in numerous themed physical editions that adapt the core gameplay through custom artwork, symbols, and minor component modifications while preserving the underlying combinatorial structure where each pair of cards shares exactly one matching symbol. These editions often feature licensed collaborations or family-friendly tweaks to appeal to specific audiences, maintaining the standard 55-card deck unless otherwise specified for accessibility. The Dobble Kids edition is designed for younger players aged 4 and above, featuring 30 larger cards with 6 symbols per card drawn from 31 illustrated animal motifs to simplify spotting matches. This version includes 5 mini-games focused on observation and reflexes, packaged in a compact tin for portability. Dobble 360 introduces a dynamic twist with a mechanical spinning mechanism that rotates cards, challenging players to identify matches while they turn, and includes 55 cards with 57 new symbols in a metal storage box for easy transport. The edition supports the classic 5 mini-games alongside a new "360°" mode emphasizing memory and speed, suitable for ages 6+ and 2-8 players. Dobble Connect transforms the game into a team-based variant by incorporating colored connectors, where players match symbols to align and claim four cards in a row, column, or diagonal of their team's color on a shared grid, blending observation with Connect Four-style tactics. It uses 90 hexagonal cards, each featuring 10 symbols from over 91 total, and supports 2-8 players or teams, with gameplay lasting about 15 minutes for ages 8+. Dobble Giant, released in April 2025, is an oversized edition designed for outdoor play and large groups, featuring large washable cards that encourage physical movement. It supports 2-12 players ages 6+ and includes 4 unique game modes focused on speed and observation. Official themed releases leverage popular franchises by replacing abstract icons with character-specific symbols while retaining the 55-card structure and 8 symbols per card. For instance, the edition features stylized images of characters like Harry, Hermione, and , along with wands, creatures, and house crests, allowing fans to spot matches in the familiar 5 mini-games. Similarly, the Star Wars edition incorporates icons from the galaxy far, far away, such as characters and vehicles, in its 55-card set for quick play. Disney collaborations, like the Edition or variant, use beloved animated characters and elements as symbols to engage younger audiences in the core matching mechanics. Collector editions cater to enthusiasts with premium components and limited-run artwork, such as the 10th Anniversary Dobble Collector set, which includes two separate 55-card decks in a giant tin: the "Spooky" theme with glow-in-the-dark symbols for low-light play and the "Fiesta" theme featuring golden-effect symbols for visual flair. These maintain the original rules but emphasize display value and collectibility.

Digital and Educational Adaptations

Dobble has been adapted into several digital formats, expanding its accessibility beyond physical cards. The official Dobble Go!, developed by Amuzo Games in collaboration with Entertainment and Zygomatic studio, was released in 2023 for and Android devices. This free-to-play app features quick symbol-matching gameplay with power-ups, collectible card decks, and a narrative adventure in the "Dobble World," allowing single-player progression or multiplayer challenges. Similarly, Spot It! Duel, co-developed by and Digital, launched in 2017 as a mobile adaptation emphasizing competitive duels and the core matching mechanics; however, the app is discontinued and no longer available on or Android. An online browser-based version is available on Board Game Arena, enabling real-time multiplayer sessions without downloads, where players compete to spot matching symbols across virtual cards. This digital platform supports the game's standard rules and accommodates up to eight players, facilitating . Print-and-play digital resources from also allow users to generate customizable card sets via PDF downloads, though these remain tied to physical printing rather than interactive digital play. In educational contexts, Dobble serves as a tool for teaching mathematical concepts, particularly in and finite , due to its underlying structure of unique symbol pairings. Educators in math circles and workshops use the game to introduce projective planes, where each card represents a "line" intersecting every other at exactly one "point" (symbol), fostering discussions on order-7 finite geometries with 57 cards and 8 symbols per card. For instance, at , the game is analyzed in math circle sessions to explore elementary combinatorial properties accessible to students without advanced prerequisites. The game also enhances , observation, and quick decision-making skills, making it suitable for broader classroom applications in STEM and cognitive development. Programs like the Wayne County Math Teachers Circle have incorporated Spot It! sessions to engage K-12 educators in exploring its mathematical design, while university events, such as Dartmouth's Sonia Kovalevsky Day, employ it to demonstrate finite to undergraduates. Summer camps, including the University of Nebraska-Lincoln's Eureka! program for girls, integrate Dobble to convey college-level math concepts playfully, emphasizing its role in building confidence in abstract thinking. Digital versions, such as the Board Game Arena adaptation, extend these educational uses to virtual classrooms, supporting remote learning in and .

References

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