Card Games

7 Ate 9

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From the box: "Fast and Fun Number Crunch'n! Players add, or subtract, 1, 2, or 3 to the number the top card on the pile to determine if they have a card that can be played next. Sounds simple, but with everyone playing simultaneously, the options are constantly changing."

Part of Out of the Box's Fun to Go series, the tin contains 73 cards. Each has a large yellow number (1-10) and a small one in the corner indicating +/- 1, 2 or 3. A card is laid to start the central pile, then the rest of the cards are dealt out. Players race to add the next card to the center pile. As an example, a card with a large yellow 5 and a 2 in its corner could be covered by a 3 or a 7 card (which is 5, plus or minus 2). The first player to get rid of all their cards is the winner.

Game Playing :

# of Players 2 - 4
Playing Time 5 minutes
Mfg Suggested Ages 8 and up

 

Angry Birds Card Game

angry_Birds_Card_Game_cThe survival of the Angry Birds is at stake. Be the first person to strategically topple the structure cards by rolling the right bird on the die. Then knock out the pigs with the flick of a die to win in this quick-play game based on the super popular phone app. Includes Angry Birds playing cards and Dice.

Angry Birds: The Card Game is similar to the popular video game currently available on a multitude of platforms. Players will be using their bird cards to try and knock out the object cards and save the eggs. After the object cards are gone, the first player to knock over the golden eggs with the die wins!

Game Playing :

# of Players 2 - 5
Playing Time 10 minutes
Mfg Suggested Ages 5 and up

 

 

 

Arcana Revised Edition

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Are you ambitious and cunning enough to rule the city of Cadwallon?

In the revised edition of Arcana 2-4 guild leaders send their loyal Agents into the districts of Cadwallon to entice, bribe, or win over powerful citizens, buy precious treasures, and utilize locations. Whichever player earns the most victory points wins!

This vibrant game creates a fantastical atmosphere for players to enjoy while they attempt to best their opponents through strategic card play. Make your guild the most influential by winning Stake cards and strengthening your deck with impressive Personalities, advantageous Locations, or tempting Relics to use in bribery.

The revised edition of Arcana introduces two new guilds, and six new rule options for players to choose from, or play with them all for a more challenging experience. Players can customize their guild, fulfill objectives, recruit Militia, invoke the ability of their Guild Masters, affect game play through random events, or optimize tactical strategy through card discards. Which variant will you use in your game?

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 13 and up

 

 

Are You The Traitor?

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Are You the Traitor? is a secret role selection game akin to Werewolf/Mafia. One player is the Evil Wizard, attempting to obtain the Magic Key for nefarious purposes. Another player is the Good Wizard, trying to destroy the Key to keep it out of Evil hands. The other players support Good or Evil in various roles.

Each round, there is a discussion period, after which one of the players acts. After someone acts, the players determine whether the forces of Good or Evil were served, with the prevailing side gaining treasure. Play continues until one player gets enough treasure to win.

 

Game Playing :

# of Players 4 - 10
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Ark

Ark_cNoah is tearing out his beard and the time-pressure is difficult. Meanwhile, animals are gathering before the ark. Now, a handful of people are offering to help, but they look like gamblers and game players! The animals slowly drag along and nothing can be said to speed them up. Fortunately, the helpers manage to keep the animals from attacking each other. Now, if only the ark can be launched without capsizing...

Game Playing :

# of Players 3 - 5
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

Aye, Dark Overlord!

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Aye, Dark Overlord! (a.k.a. "Sì, Oscuro Signore!") is a fantasy party game filled with humor. It is fast to play and easy to learn.

Each player is an evil goblin servant of the evil Dark Overlord (Rigor Mortis, the Master of all Evils), and all of them are gathered at the Dark Overlord's knees to explain why they brought that last important mission, ordered by 'His evil Excellence' himself, to failure again. Panic wraps you in its freezing grip, what can you do to save your poor skin? Could you say you are not the one to blame, but your inept companions?

Yes of course, that's the solution! There is only one little problem: they've probably got exactly the same idea... and the Dark Overlord is not known for his mercy...

This roleplaying game is all about telling lies and shifting the blame on your poor fellow ones, so the righteous Wrath of your Master can give them what they deserve!

Game Playing :

# of Players 4 - 10
Playing Time 25 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

Blood Bowl: Team Manager

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Blood Bowl: Team Manager - The Card Game is a bone-breaking, breathtaking standalone card game of violence and outright cheating for two to four players. Chaos, Dwarf, Wood Elf, Human, Orc, and Skaven teams compete against each other over the course of a brutal season. Customize your team by drafting Star Players, hiring staff, upgrading facilities, and cheating like mad. Lead your gang of misfits and miscreants to glory over your rivals all to become Spike! Magazine's Manager of the Year!

Once a manager has chosen one of the six teams, he has five weeks to groom them into the best in the league, culminating with the Blood Bowl tournament. He does this by competing at highlights, collecting payouts, upgrading his personnel, and drafting Star Players.

Managers begin the season with a starting team deck full of basic scrub players. These players are none too bright and have limited talents, but a clever manager can play to their strengths by carefully positioning them to excel on the pitch.

Is your team ready to compete against other teams in head-to-head highlights? Highlights are the randomly determined matchups over which players compete. The more highlights a team wins, the more it improves and the more fans it accumulates.

The season culminates with the Blood Bowl tournament. After the Blood Bowl, the season ends. Players then tally up their total fans and the manager with the most fans wins the game.

 

Game Playing :

# of Players 2 - 4
Playing Time 90 minutes
Mfg Suggested Ages 14 and up

 

Bloodsuckers

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The once quiet small town of Blackwood has become a battleground. A coven of vampires has crept in under the cover of darkness to drain the very life from its helpless citizens. As powerful as these creatures of legend are, they do not prowl the streets unchallenged. A team of skilled vampire hunters with an arsenal of modern weapons has tracked these bloodsuckers down and the battle for the soul of Blackwood is about to begin.

Play as either vampire or hunter, using Attack cards to battle for the citizens of Blackwood, Impact cards to enhance your powers, and deadly Strike cards to destroy your opponent. Unleash powerful combos and use Blood or Adrenaline as you fight, alone or with a teammate, through both night and day. Win battles to recruit the innocent bystanders at the Nightclub, Church, Graveyard, Police Station, and Hospital. Claim the most locations to win control of the town.

Save the town of Blackwood, or drain it dry.
The choice is yours.

 

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 13 and up

 

Bohnanza

Bohnanza_cBohnanza is the first in the Bohnanza family of games and has been published in several different editions. As card games go, this one is quite revolutionary. Perhaps its oddest feature is that you cannot rearrange your hand, as you need to play the cards in the order that you draw them. The cards are colorful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and deal making.

Game Playing :

# of Players 2 - 7
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

Boomtown

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Boomtown is a game with auctions, dice, and some fun and nasty action cards to play on your fellow gold diggers.

There's gold in them thar hills!

In Boomtown, you start as a gold digger and try to end as a tycoon.

To do this, you must first buy the best mining concessions, hoping to find gold veins. You can also try to become the Mayor of Whiskey River or San Narciso, in order to get a small cut on concessions sales, or build a saloon where lucky prospectors will spend their nuggets in moonshine whiskey. If business is really bad, you can still rely on bank or stagecoach hold-ups to reestablish you. A well placed stick of dynamite can also solve some minor problems.

Game Playing :

# of Players 3 - 5
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

Bugs

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There is an insect swarm coming your way, and you want to be the first to get it off your property.

 

Bugs! is a ladder climbing game where players try to get rid of their cards. The first player to get rid of all his cards wins the round. The cards in the other player's hands count against them.

 

 

The player with the least points after 6 rounds is the winner.

 

 

Cards range from 1 to 9 with declining quantities (1 card nr 9, 9 cards nr 1) and there are a few special action cards that spice things up.

Game Playing :

# of Players 3 - 6
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

Chaos

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In this card game, you need to collect sets of 3 identical Spectrum cards and place them on the table. Or collect the set of 3 Order cards and keep it in your hand until the end of the round.
You need to avoid the 4th Spectrum card that matches a set you have placed on the table or the 4th Order card if you have the other 3. Also, avoid holding a Chaos card at the end of the round.

On your turn you can seek a card, trade a card or declare a battle. You can't hold Order cards while holding a Chaos card. If you discard a Chaos card, all hands are rotated among players until the discarding player calls Stop! Well, the title does say "Chaos".

Game Playing :

# of Players 3 - 5
Playing Time 40 minutes
Mfg Suggested Ages 12 and up

 

 

 

Citadels

Citadels_cPlayers seek to build a collection of districts worth from one to eight points. Once someone has built eight districts, the game is over after that round ends and the player with the highest total value wins. However to facilitate the process (and make the game interesting), players sequentially choose a character from a rapidly dwindling pool of eight each turn.

Game Playing :

# of Players 2 - 7
Playing Time 20 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

 

Cluedo Suspect Card

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This is a fast-playing stripped down version of the classic boardgame, Clue. Basically it is the question portion of the game made with a specific set of cards used as the notepad. The detail list of cards varies from the original and the design is in line with the up to date style of nowadays.

Play your cards right and you will solve it in no time.

Ask question about the Clue characters weapons and locations on your cards to work out who did it, with what and where.

As you expect, the first detective to solve the crime wins. It’s all the fun and intrigue of Clue, in minutes. Special 2 player game for top detectives!

Game Playing :

# of Players 2 - 4
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

 

 

Colossal Arena

Colossal_Arena_cThere is a group of eight creatures that are fighting. Each round, one of the creatures will die. To decide which unlucky sod will be the victim, players put numbered power cards in front of the creatures, with the lowest one going the way of the dodo. Players can make five bets throughout the game which will sometimes allow them to use a creature's special power.

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

 

Cowpoker

Cowpoker_cEach player (live or deadwood) controls a ranch in a humorous cow town, and only cards from your own ranch have any effect for you. The game consists of a series of card plays in which players try to accumulate the most points and form the best poker hands by playing valuable cards, making good choices, and winning tricks called "Gunfights" and "Roundups."

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

Crazy Creatures of Dr. Gloom

Crazy_Creatures_of_Dr._Gloom_c

Strange noises are heard from the Mad Mansion of Doctor Doom. Clouds of all colors come out of the chimney, and people tell weird stories about crazy creatures seen in the forest around the mansion. Help Doctor Doom finish his extravagant experiments to create the world's wackiest and craziest creatures ever seen!

In Crazy Creatures of Dr. Doom (a.k.a. Dr. Gloom in the U.S. release), all players try to get rid of their cards as cards in hand score penalty points at the end of a round. The player with the fewest penalty points at the end of the game wins and becomes Doctor Doom's new apprentice!

 

Game Playing :

# of Players 2 - 4
Playing Time 20 minutes
Mfg Suggested Ages 7 and up

 

 

Crunch: The Game For Utter Bankers

Crunch_cAs the CEO of a global bank, it's your personal responsibility to do whatever it takes to ensure a comfortable retirement. Call in government bailouts, award yourself bonuses and - when no one's looking - embezzle as much as you can, before it all comes crashing down around you.

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 12 and up

 

 

Cthulhu Fluxx

Cthulhu Fluxx Deck c

Explore the dark and horrifying mysteries of the unknown as you battle insanity and fiendish cults in Cthulhu Fluxx! Follow the wild-eyed Poet, the obsessed Artist, and the expeditions of the Professor as they investigate Eldritch Secrets no mortal was meant to discover. Someone has stolen the Necronomicon from the library at Miskatonic Univeristy, and a Farm in the hills is undergoing a horrifying Metamorphosis. Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice. Are you Inevitably Doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a Secret Cultist, worshiping the Minions of Darkness?

 

Like the other games in the Fluxx family, in Cthulhu Fluxx players will modify the rules of the game by playing cards, changing numerous aspects of game play: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and of course how to win the game. Players collect Keeper cards to satisfy the victory requirements but watch out for Cthulhu and other fiendish Creepers that will prevent you from winning – even if you otherwise have the winning combination!

 

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Cthulhu Gloom

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Cthulhu Gloom takes the game play of Atlas' Gloom and puts a Lovecraftian spin on it. Each player controls a group of protagonists, and your goal is to make them as miserable and insane as possible – preferably with them dying quickly while your opponents' heroes remain sane and (at a minimum) alive. In the publisher's description: "While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins."

As in Gloom, the cards in Cthulhu Gloom are transparent, allowing you to stack multiple modifier cards on a character card to alter its stats or undo what an opponent has done to you. While Cthulhu Gloom can be played on its own or combined with Gloom and its many expansions, it does introduce two new types of cards:

• Story cards can be in play from the start of the game, and the first player to meet a Story card's conditions – e.g., drawing the attention of The King in Yellow or heeding The Call of Cthulhu – claims the card and gains its benefits (or drawbacks).

• Transformation cards mutate a character for the remainder of the game, no matter which modifiers might come its way later. What's more, the character's image is replaced with "something hideous and slimy". You'd expect no less really...

Game Playing :

# of Players 2 - 5
Playing Time 60 minutes
Mfg Suggested Ages 13 and up

 

DC Comics Deckbilding Game

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Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

 

To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when any villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm.

 

Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for Victory (Points)!

 

Game Playing :

# of Players 2 - 5
Playing Time 45 minutes
Mfg Suggested Ages 15 and up

 

Dixit Jinx

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Jinx is a new Game in the Dixit family but unlike the original game the drawings are not realistic illustrations depicting scenes but images halfway between abstraction and figuration.

During the game 9 cards are exposed in a square 3x3. The active player draws a locator map that will show him one of the nine cards with which he will play. This location is held secret.

The player must now speak, sing, act out something that makes thinking about this card just like in "Dixit".

The other players go around and point to the card they think is correct but beware! Only one player can point a given card. Once a player has chosen the right card, the turn stops (although some have not chosen). The player who finds the right card keeps it (each card gives a victory point). Players who erred give their cards to the player active. But if neither player gets it right card, the active player must return one of the cards previously won.

Game Playing :

# of Players 3 - 6
Playing Time 10 minutes
Mfg Suggested Ages 8 and up

 

 

Dungeon Raiders

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Join a brave party of adventurers! Explore a dungeon filled with monsters, traps and treasure!

In Dungeon Raiders, each player takes the role of a different adventurer. You'll need to work together to survive the dungeon, but only one of you will make it out with the most treasure and win the game! The dungeon is different each time you play, offering new surprises as you collect treasure, trigger traps, and fight off horrible monsters!

Dungeon Raiders can also be played as a solitaire game" take on the dungeon alone and see how much treasure you can make it out with!

Game Playing :

# of Players 1 - 5
Playing Time 20 minutes
Mfg Suggested Ages 8 and up

 

 

Evil Baby Orphanage

Evil Baby Orphanage c

Evil Baby Orphanage is a communal deck party card game for three or more players. Each player takes on the role of a Time Nanny using advanced time out technology to rid the time stream of the world's worst villains and "prehabilitate" them to be accountants, or ballerinas, or something.

The game consists of two decks; the baby deck and the nanny deck. During your turn play nanny cards from your hand to "adopt" babies from your friends, keep your babies in check, and make your opponent's babies go nuts. Then each of your babies takes its "unsupervised actions" unless you can calm them down with toys or nap time. Finally, adopt an evil baby from the time stream (three face up babies from the baby deck), draw more nanny cards, and end your turn.

Start your turn with ten mischief and win the game, but be careful, containing the world's most mischievous babies isn't easy! Keep your babies from burning down your orphanage as you try to keep the Unabomber away from the arts and crafts table, Kim Jong Il away from the toy rocket ship, and Caligula away from everyone...

 

Game Playing :

# of Players 3 - 6
Playing Time 15 minutes
Mfg Suggested Ages 10 and up

 

 

F3 For Fame & Fortune

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For Fame & Fortune (F3) is an addictive card-drafting game of high stakes Fortune Hunting. The objective is to collect the best Fortune Hand from several rounds of drafting. The twist is that players control the number of cards to draft, points they score, and Fortune Hands they make through a common mechanism that leads to many strategic decisions and tactical plays.

Players begin with ten cards and starts by drafting five cards. Players will then play cards or pass. Each card they play will reduce the number of cards to be drafted next, as well as be the additional stakes of the player. The cards played will also form a common pool of cards that players can use to form the best Fortune Hand. Once four cards have been played, players can either play the fifth and final card or draw and discard a card.

The discarded card can be stolen by other players, so players have to be careful with discards and the ever-increasing stakes as the game progresses. Once the fifth card is played, the players will compare Fortune Hands and the winner will score points based on stakes played and a Fortune Modifier. The game ends after every player has a chance to deal, or after a pre-agreed number of rounds.

To excel in F3, you will need the cunning of a boardgame player, the opportunistic instincts of a Hold'em player, the tactical savvy of a Mahjong player, and the risk-taking skills of a Hanafuda player. The game's challenging scoring system provides many ways to score bonus points to showcase playing skills and abilities.

To win cautiously or attempt to shoot for the moon, your Fortune is in your hands!

Game Playing :

# of Players 2 - 6
Playing Time 20 minutes
Mfg Suggested Ages 14 and up

 

Family Business

Family_Business_cTakes mob warfare to a new level of backstabbing, revenge, and general bloodthirstiness, which is what makes it such a blast to play. Every player controls a 'family' and plays various cards to off other players' family members. In a game with this little structure, it's possible for everyone to gang up on one unlucky soul, or for the damage to be fairly evenly spread. Either way, the last family standing is victorious.

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

FBI

FBI_cYou are the leader of a team of inspectors. Your aim: Catch as many bad guys as possible and arrest them. The media and your boss put a lot of pressure on you. Nobody is perfect...and so from time to time you arrest a blameless citizen. However, you should get them out of prison as soon as possible, otherwise you score a lot of negative points. The winner is the player who has arrested the most notorious bad guys. To achieve this aim you need a quick mind, tactical skill and a little bit of luck.

Game Playing :

# of Players 2 - 5
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 



For Sale

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For Sale is a quick, fun game nominally about buying and selling real estate. During the game's two distinct phases players first bid for several buildings, then, after all buildings have been bought, sell the buildings for the greatest profit possible.

Game Playing :

# of Players 3 - 6
Playing Time 20 minutes
Mfg Suggested Ages 8 and up



 

Fowl Play

Fowl_Play_cThe object of the game is to have the highest score by counting as many chicken cards as possible without turning over a wolf card.
On your turn, count chickens by turning over cards one at a time from the top of the face down deck into a discard pile. Count out loud as you turn over cards. As long as you keep turning over chickens, you may stop at any time and collect the points you counted. If you say stop you keep the points. But if you turn over a wolf you will loose all your points. Bad luck!

Game Playing :

# of Players 2 - 6
Playing Time 10 minutes
Mfg Suggested Ages 6 and up

 

 

Game of LIFE Adventures

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It is a card game following the same classic-remake series as Monopoly Deal Card Game and Sorry! Revenge Card Game, but is different from The Game of Life: Card Game in 2002. This game is simple and quick for families. Cards are divided into 4 decks by category. You collect points by displaying cards in front of you. Each turn you must play/discard one card and refill hand. Game ends when 6 out of 8 10-year cards are drawn.

Your LIFE really is in your hands. Make your Life Story bigger and better than your opponents' with Adventure, Career, Family and Wealth cards.

Always wanted to swim with dolphins? Now's your chance! How about becoming a jet pilot? Do it! Every new experience means more points, and more points means victory!

It's your Life Story - make it a big deal!

Game Playing :

# of Players 2 - 4
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

Gloom Card Game

Gloom_cIn the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

Godzilla: Stomp! Card Game

Godzilla_Stomp_Card_Game_cGodzilla: Stomp! is a fast-paced card game of monster-induced city destruction. The game is played in a series of rounds. During each round, several buildings will be revealed, and players will simultaneously choose their attack strength to destroy one or more buildings for the round. Play continues for six rounds, at which point players add up their scores. The highest score wins.

Godzilla, the King of the Monsters, is on the loose again, along with four other Kaiju: Mothra, Mechagodzilla, Battra, & Destoroyah! Together they compete to demolish the most buildings in the city, by sparring it out or going into a full-out RAMPAGE!

There's nowhere to hide in this Kaiju free-for-all!

Game Playing :

# of Players 2 - 5
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

 

Guillotine

Guillotine_cThe French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before 'harvesting,' which is what makes the game interesting. After three days worth of chopping, the highest total carries the day

Game Playing :

# of Players 2 - 5
Playing Time 30 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

Help Me!

Help Me c

Polar bears, koalas, emperor penguins, cute little panda bears – they all need your help to survive, but alas only one species (and one player) can come out on top in Help Me!

 

The game includes 30 animal tiles, with six different types of animals, each valued 1-5. To set up the game, randomly create a 5x6 grid of animal tiles. Each player secretly chooses one of the six animal character tiles to see which animal they want to save.

 

On a turn, a player chooses any tile or stack of tiles and moves the tile/stack orthogonally onto an adjacent tile/stack. You can't move a tile to an empty space. When no more tiles/stacks can be moved, the game ends. Each player then reveals his animal character and takes all stacks that have that type of animal on top. The player scores one point for each tile he collects; in addition, if any of the type of animal are within a stack (not on top), the player scores points equal to the value of that buried animal tile.

 

The rules include a team variant in which players combine their scores at the end of the game, but don't know which animals their teammates are trying to save. Watch for tears and other clues of sadness when particular animals disappear from the board...

 

Game Playing :

# of Players 2 - 6
Playing Time 10 minutes
Mfg Suggested Ages 7 and up

 

 

 

Hot Potato

Hot_Potato_cPass the Hot Potatoes around the table using action cards. You can play seasonings onto the potato to make it huge, popping, or even flaming! If you can’t pass a potato away, it explodes and burns your hands! More potatoes arrive freshly baked each round, adding to the chaos. When all the potatoes have exploded, the player with the fewest burns wins...unless the player with the most burns can stir up enough sympathy to steal the victory!

Game Playing :

# of Players 3 - 9
Playing Time 30 minutes
Mfg Suggested Ages 9 and up

 

 

 

Knights Of Ten

Knights Of Ten c

Knights of Ten is primarily a game for two, but can also be played by four competing in teams. You're trying to collect as much gold as possible each round, and the player (team) with the most gold after the predetermined number of rounds wins. 

Each round, players start with seven cards in hand; cards feature numbers from 1 to 10, as well as negative numbers, cards that can be either positive or negative, and special plays such as the dragon and wizard. One player leads by playing a card to her "horde" (the table in front of her); if she plays a 1, she can play again immediately. The next player must follow – playing to his own horde first – and have an equal or higher total in his horde at the end of his turn. If he can't, he loses the trick; if he can, the opponent gets to play again and play continues back-and-forth until one player loses. 

Whoever wins collects 1 gold, plus 1 Gold for each Gold card in the pot. The winner draws one card and either keeps it or keeps the next card in the deck; the loser draws two cards (one of them being the card left by the other player, if any). Play continues until all 16 Gold have been claimed, at which point a winner is determined for the round.

In a four-player game, you and your teammate share a horde and take turns playing into it.

Game Playing :

# of Players 2 - 4
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

Let's Kill 2nd Edition

(PRE-ORDER)

Lets_Kill_c

 

One deck of cards contains victims, worth 1 - 10 points. The second deck contains weapons, events, surprises and locations.
 

 

Each turn, draw one victim card and place it on the table, either in a location or by itself. Play one card from your hand, following the directions: weapons to kill victims to gain points, locations for future victims to gather for mass murder, surprises (bonus or penalty points) face down under victims, or events (which might result in a shootout between the players). Draw from the second deck until you have five cards.
 

 

Cards can also be played during an opponent's turn depending on the results of events or surprises.

 

 

Game Playing :

# of Players 2 - 6
Playing Time 20 minutes
Mfg Suggested Ages 18 and up

 

 

Little Devils

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Everybody is fond of teasing and challenging each other from time to time. In this game you try to saddle opposing players with negative cards, and every little devil scores a penalty point. But take care: You will not escape the "diabolical" plans of your opponents either. Little Devils is a devilishly fun trick-taking game you keep on playing...

Little Devils is a fluent trick-taking game with simple rules:

  • Players don't need to follow trump or suit and can play higher or lower than previously played cards.
  • The second card played – and not the first – determines the goal for that round.

 

Game Playing :

# of Players 3 - 6
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

Locke & Key: The Game

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The comic book Locke & Key, by author Joe Hill and artist Gabriel Rodriguez, tells the story of the Locke family and Keyhouse, an unlikely New England mansion that is home to fantastic keys that transform all who dare to use them...and a hate-filled creature that will not rest until it forces open the most terrible door of them all.

Competition and cooperation meet in Locke & Key: The Game, which dares you to overcome the supernatural challenges of Keyhouse. As you play, you'll collect wondrous keys to open new game play options and create powerful combinations by mixing and matching cards.

You and your fellow players will face these horrors together, but who will be by your side when the dust settles? On this journey, you'll make decisions on when and where to help your fellow players, but your resources are not endless. Through careful management of your cards, you can help the family overcome challenges, and you'll be rewarded for the assistance...sometimes.

Game Playing :

 

# of Players 3 - 6
Playing Time 30 minutes
Mfg Suggested Ages 15 and up

 

 

Loot

Loot_cPlayers send a trading ship of value on a voyage in which it must survive a round of attacks from other player's pirate ships. You defend your traders with your own pirates and collect the spoils of your attacks elsewhere.There are 4 Pirate Captains (1 of each color) to help win the battles and 1 Admiral to help defend the trade ships.

Game Playing :

# of Players 2 - 8
Playing Time 20 minutes
Mfg Suggested Ages 10 and up

 

 

 

 



 

Lunch Money Single

Lunch_Money_Single_cThis card game simulates being little girls running around the playground beating up each other and stealing their lunch money. Once you get past the strange theme, there's a fun little game where players beat each other senseless with cards like 'Poke in the Eye', 'Uppercut', and 'Humiliation.' Not for the weak willed, this game is mean. The last player still standing wins.

Game Playing :

# of Players 2 - 4
Playing Time 20 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

 

 

Lunch Money: Beer Money Single (Rev)

Lunch Money Beer Money Single Rev cRecess is over. Now you're fighting for something more …

Beer Money is the long-anticipated 110-card sequel to the frenetic Lunch Money card game. Beer Money is a stand-alone game that can also be mixed in with a Lunch Money or Lunch Money: Sticks and Stones deck to accommodate up to 8 players. Like Lunch Money, Beer Money combines evocative images with the raw dynamics of a merciless street fight. But Beer Money ups the ante with weapons like Beer Bottle, basic attacks such as Knuckle Sammitch, defenses like Suck It Up, and specialty cards including Pound of Flesh and Pile Driver. The pain just keeps on coming when you're playing with Beer Money!

Game Playing :

# of Players 2 - 4
Playing Time 10 minutes
Mfg Suggested Ages 12 and up

 

 

Miskatonic School For Girls

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Miskatonic School for Girls is the first deck-building game in which you get to build your opponent's deck. This unique feature creates a totally different play dynamic from other deck building games.

MSFG has players assuming the roles of rival houses at Miskatonic. Each house has a healthy level of sanity (20) at the beginning of the game. As the game goes on, that precious sanity will slowly be torn away by the faculty of the school. In order to combat the bad teaching methods of the Great Old Ones, the students of the house need to band together!

During your turn, you'll buy your new friends with friendship points and use nightmare points to send faculty after the rival houses. Eventually, those Faculty will end up in a player's hand, where they will hold class, teaching your innocent students about the horrors around them. This has a detrimental effect on your house's sanity.

Due to the overwhelming power of the dark truth, it's just a matter of time before your house goes completely bonkers. The last house left with any sanity wins!

Game Playing :

# of Players 2 - 4
Playing Time 60 minutes
Mfg Suggested Ages 8 and up

 

 

 

Monster Chase

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Monster Chase is a cooperative memory game for players 3 to 7 years old. The rules offer different difficulty levels to adapt to player experience and/or maturity.

Monsters creep out from under the bed and try to surround it. Each monster is only afraid of one toy that will banish it to the closet amongst the ten that are available to be found. If the players successfully send all the monsters to the closet before they can close the circle around the bed, they win! Otherwise, the monsters are declared victorious.

Game Playing :

# of Players 1 - 5
Playing Time 10 minutes
Mfg Suggested Ages 4 and up

 

 

 

Moose in the House

Moose_in_the_House_cEeek! There's a moose loose in the kitchen... and another in the bathroom! In this silly matching card game, the goal is to keep moose out of your house, while at the same time giving them to your opponents. Use a door to close off empty rooms or if you're lucky, plant a moose trap to keep those love able but uninvited visitors away! The player with the fewest moose wins.

Game Playing :

# of Players 2 - 5
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 



Mountain of Inferno

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Mountain of Inferno (Flaming Mountain) is a chapter of Journey to the West, one of the Four Great Classical Novels of Chinese literature. During the journey, Xuanzang is trapped in the Mountain of Inferno with the evil and hungry Buffalo Demon King family. Now it is up to his disciples to protect him, so he may continue his journey to the west.

Mountain of Inferno is played in number of rounds. Each round ends when any one Xuanzang is placed at the intersection of four unique disciples continuously in a row and another four in a column. Each player then calculates his points based on the location of his Xuanzang. After number of rounds, the player with highest score wins the game.

Game Playing :

# of Players 2 - 4
Playing Time 25 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

MOW

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Cows and flies are the main actors in Mow, Bruno Cathala latest card game. Published by Hurrican and released at the 2008 Essen Game Fair, Mow is a simple card-game for 2-5 players and is illustrated by Sandra Tagliabue.

Players will gather points by creating a herd, but at the same time they have to avoid getting too many flies, or else their total score will be heavily reduced.

 

Game Playing :

# of Players 2 - 5
Playing Time 15 minutes
Mfg Suggested Ages 7 and up

 

 

Munchkin Card Game

Munchkin_Card_Game_cGo down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run. You and your friends compete to kill monsters and grab magic items. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

Munchkin 2: Unnatural Axe

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You demanded it, and here it is. Created by Steve Jackson and illustrated by John Kovalic... 112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demons. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Catapult and, of course, the dread Unnatural Axe... and show them who's the greatest munchkin of all.

Munchkin 2 - Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to a game of Munchkin, Munchkin Fu, or Munchkin Bites! instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

 

Munchkin 3: Clerical Errors

Munchkin_3_Clerical_Errors_C

You wanted more Munchkin, so here it is! Created by Steve Jackson and illustrated by John Kovalic... Munchkin 3 - Clerical Errors has 112 more cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic... and show them who's the mightiest, munchkinest dungeon delver of them all. And this set has a special treat.

Munchkin 3 - Clerical Errors is a supplement to Munchkin; you will need the original game to play. Or you could add it to a game of Munchkin, Munchkin Fu, or Munchkin Bites! instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

Munchkin 4: Need for Steed

Munchkin_4_Need_for_Steed_c

Munchkin 4: The Need for Steed is the latest expansion for the original Munchkin - 112 more John Kovalic-illustrated cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend... Oh, wait - this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Narbonic), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.

Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! Add these valuable characters to your retinue, use their special abilities, and sacrifice them without a thought to save your own skin! Or, better yet, kill somebody else's Hireling. That's the way a Munchkin does it!

Feel the need... The Need for Steed

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin 5: De-ranged

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De-Ranged has everything you love about Munchkin, including:

A new Class! Rangers can tame monsters and ride them!

Treasure! Track down the Philosopher's Scone, put Racing Stripes on your Steed, and fill your Canteen of Spleen with Carbonated Holy Water!

Monsters! Beware the Telemarketer, the Poultrygeist, and the Undead Clowns.

And more monsters: imports! That's right, unique monsters created by the European Munchkin publishers, available for the first time in English. Quake in fear at the Brothers Grimm and the Snerks! Or just kill them and take their stuff. Your choice.

Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin 6: Demented Dungeons

Munchkin_6_Demented_Dungeons_c

The card game Munchkin is all about kicking down Doors, killing Monsters, and stealing their Treasure – but where are the dank walls of the subterranean labyrinth where our heroes engage in their murderous exploits?

Munchkin 6: Demented Dungeons brings those underground lairs to the world of Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness - although it's hardly "unexpected", given the name.

Each of the 20 double-sized Dungeon cards in Demented Dungeons adds a new rule that affects the entire party, and maybe the monsters, too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin 7: Cheat With Both Hands

Munchkin_7_Cheat_With_Both_Hands_c

Munchkin 7: Cheat With Both Hands replaces Munchkin Blender and Munchkin 7: More Good Cards, which are both out of print. More specifically, Cheat With Both Hands reprints Munchkin Blender, but with the brown fantasy Munchkin color scheme instead of the original purple and white; this set has also been renamed Munchkin 7 as the original Munchkin 7 had reprinted many of the cards in Munchkin Blender but also had a few original ones. These original cards are available in the Munchkin: Monster Enhancers booster pack.

Thus, the combination of Cheat With Both Hands and Munchkin: Monster Enhancers are complete replacements for the combination of Munchkin Blender and Munchkin 7: More Good Cards.

So what's in the set? A lot more monster enhancers and item enhancers, too. There are several new low-level monsters to help you get easy kills – until somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese...

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin 8: Half Horse, Will Travel

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Munchkin 8: Half Horse, Will Travel is a 112-card expansion for Munchkin that adds two new races to the game: Centaur and Lizard Guy. A myriad other new cards are included, such as race/class enhancers (Elite, Legendary, and Elder) and monsters (Gecko On The Telly, Centaurpede, and the Knight Mare).

The name for this expansion was selected via a contest. Users were asked to submit entries, and the Steve Jackson Games staff chose "Half Horse, Will Travel" – submitted by Michael Shore – as the best entry.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin Apocalypse

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It's the end of the world!

In Munchkin Apocalypse, a 168-card standalone game that can be mixed and match with other Munchkin games, every possible natural (and unnatural) disaster has happened. You are a rugged survivor in a world full of people – and things – that want to kill you and take your stuff. So do it to them first! And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular...

In game terms, Munchkin Apocalypse comes with twelve square Seal cards that differ from the regular rectangular Munchkin cards. Seals can be opened and closed, and if a seventh seal opens, the game ends and the player with the highest combat strength, excluding his levels, wins the game.

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Axe Cop

Munchkin_Axe_Cop_c

Munchkin Axe Cop is a simple, lightweight multiplayer "take that" style card game. Cards represent character abilities, items, monsters to fight, and cards to make monsters harder to defeat (for monsters other players are fighting) or easier to defeat (for you). Every time you defeat a monster, you go up a level. The first player to level 10 wins.

This is a core set for Steve Jackson's Munchkin game, based on the hit webcomic by Ethan Nicolle (age 29) and his brother Malachai (age 6). It can be combined with other games in the series.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

 

Munchkin: Bites!

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It's the World of Dorkness!

The Munchkins are now vampires... and werewolves... and changelings. Bash through the haunted house and slay the monsters. The OTHER monsters. You can't slay your fellow munchkins, but you can curse them, send foes at them, and take their stuff. Of course . . .

This is a stand-alone game, which (of course) can be combined with other Munchkin games. And it's illustrated by John Kovalic. OF COURSE. See Igor, Gilly, and all the other Dork Tower characters in their munchkin-vampire finery...

So bring along your Coffin (+3!) and wield The Sword Of Beheading People Just Like In That Movie. Face foes like the Banshee, the Heck Hounds, and the dreaded Were-Muskrat. Smite them all, and be the first to Level 10...

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Booty

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Sail the Seven Seas. Plunder the treasure. Make your crew walk the plank.

Munchkin Booty brings the greatest gold-grabbers in history -- pirates! -- to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!

Plunder the seven seas as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent -- British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all... level up!

Munchkin Booty is a stand-alone card game designed by Steve Jackson (US) and illustrated by John Kovalic. It is completely compatible with the original Munchkin.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Conan

Munchkin_Conan_c

Munchkin Conan is a 168-card core set in the Munchkin family of games, with 101 Doors and 67 Treasures. Unlike other core sets, it lacks unique card backs, instead using the standard card back from Munchkin. The included Munchkin-head d6 is yellow with dark red print.

In Munchkin Conan, Robert E. Howard's epic hero gets the full Munchkin treatment. Play a Cimmerian Warrior or a Stygian Wizard! Wield the Sword of the Phoenix and poison your foes with Black Lotus! Slay Thoth-Amon's minions, Pict raiders, and abominable monsters, and hear the lamentations of their women! On many of the cards, the publisher provides context by including relevant quotes from Howard's work.

Munchkin Conan has a new type of card – birthright – and the mechanisms are similar to that of classes and races in that you can have only one in play at a time; you may discard a birthright at any time but may play one only on your turn or when you first get it. The Munchkin Conan core set comes with two birthrights: "Noble", which allows you to have an extra Comrade (see below), and "Barbarian", which allows you to ignore all "Usable By" and "Not Usable By" restrictions on items. There is no birthright analogue to "Super Munchkin" or "Half-Breed".

Speaking of races and classes, the races in Munchkin Conan are "Kushite", "Zamoran", "Cimmerian", and "Stygian"; when playing a blender game, they are all considered to be human unless the other sets have non-human races. The classes are "Cleric", "Thief", "Warrior", and "Wizard", and are identical to the fantasy Munchkin classes with the same names.

The Munchkin Conan hireling is called a Comrade. Comrades fall in the same class as the Hirelings, Minions, Mooks, Sidekicks, etc. that come with other flavors of Munchkin. Each Comrade is associated with a class or birthright, and gives you some of the advantages of that class/birthright. Comrades can carry an item for you, even some that you can't legally use yourself, and their gender matters. They also have the standard Hireling ability to sacrifice themselves to give you an automatic escape when running away.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin: Cthulhu

Munchkin_Cthulhu_cMunchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson (US) and John Kovalic, this set features four new Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

Game Playing :

# of Players 3 - 6
Playing Time 00 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

Munchkin: Fu

Munchkin_Fu_c

If you loved Munchkin... look out. Here they come again.

"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"

The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!

Created by Steve Jackson (I). Munchkin Fu is completely compatible with the entire Munchkin line.

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

Munchkin: Go Up A Level

(PRE-ORDER)

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Munchkin came out in 2001. Since then, we've published eight more core games and over a dozen expansion sets. We've learned a lot in the last nine years, and new printings of Munchkin and its sequels will change some cards for clarity or balance.

But we don't expect our fans to buy their Munchkin collection all over again. Instead, we created Munchkin: Go Up a Level. This box contains 132 updated cards from:

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Impossible

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The Munchkins are now spies... eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change hats.

Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now)... 'Take Their Stuff!'

You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

Munchkin: Marked For Death

(PRE-ORDER)

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Munchkin Marked for Death is a double-duty booster set! This pack contains 17 all-new cards, including Anvil, Recalculate Your XP, and the horrifying effervescence of the Soap Golem . . . plus two almost-new cards. And they're balanced to let you use them as a quick rigged demo for your friends, to get them into the madness that is Munchkin!

Note: This is NOT a collectible or randomized set. Every Marked for Death pack is the same as every other.

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Star Munchkin

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The Munchkins are back - but now they're in space! Now they're Mutants, Androids, and Cat People... grabbing Lasers, Vibroswords, and Nova Grenades... fighting Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. This is a complete game using the best-selling Munchkin rules (with a few new twists like Sidekicks). Yes, it CAN be combined with Munchkin! And, of course, it features the twisted humor of Steve Jackson (I) and the wacky cartoons of John Kovalic.

 

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

 

Munchkin: Super Munchkin

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Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.

Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now, it's the superheroes' turn!

Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension - from the wimpy Triplicate Twit all the way up to Big Ol' Planet Eater Guy himself - and TAKE THEIR STUFF! With the Aura Helmet, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you.

Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson (US) and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: The Good, The Bad And The Munchkin

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Oh, give me a home where the Jackalopes roam
And the Dudes and the Buckaroos play,
I'll slay and I'll loot, give the monsters the boot,
And the dice are not loaded, no way.

The Good, the Bad, and the Munchkin opens a whole new frontier - the Wild West! Forget dragons and goblins - Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.

Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeno, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.

The Good, the Bad, and the Munchkin is the next stand-alone game in the award-winning Munchkin line. Steve Jackson (US) and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat and make him "Rootin' Tootin'" for +10...

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

Munchkin: Zombies

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In a reversal of roles, all players start out as zombies, and the "monsters" are the normal people trying to stop the zombie invasion (such as the Action Hero, Soccer Mom, Fireman, etc.). Unlike most Munchkin games, there are no classes or races; instead, you can have a mojo: Atomic Zombie, Plague Zombie, and Voodoo Zombie. As with Munchkin Bites! and Super Munchkin, there are powers--special abilities that you can play as you gain levels.

Guest artist is Alex Fernandez, who drew the Meals on Wheels card.

Game Playing :

# of Players 3 - 6
Playing Time 90 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

No Thanks!

No_Thanks_cNo Thanks! is a card game designed to be as simple as it is engaging. Each turn, players have two options:play one of their chips to avoid picking up the current face-up card or pick up the face-up card (along with any chips that have already been played on that card) and turn over the next card. However, the choices aren't so easy as players compete to have the lowest score at the end of the game. The deck of cards is numbered from 3 to 35, with each card counting for a number of points equal to its face value. Runs of two or more cards only count as the lowest value in the run - but nine cards are removed from the deck before starting, so be careful looking for connectors. Each chip is worth -1 point, but they can be even more valuable by allowing you to avoid drawing that unwanted card.

Game Playing :

# of Players 3 - 5
Playing Time 20 minutes
Mfg Suggested Ages 8 and up

 

 

 

Nuts

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Squirrels love nuts. I know they do because I've seen the little critters fighting over nuts, drooling over nuts, taking other animals hostage while demanding nuts as ransom. In short, they'll do almost anything for nuts – and since you are a squirrel in Nuts!, you must now be as equally nut-crazed.

To start the game, each player receives one nut card – which come in values 1-5, with a single 7 pointer – and five cards from the play deck. The play cards go in your hand, and the nut is placed face up on the table in front of you. Play cards come in four types:

Grab cards let you grab a nut from another player's stash in various ways, for example, "Grab any one nut card worth 4 or less."

Defense cards can prevent your nuts from being grabbed, e.g., "Stop someone from grabbing one of your nuts."

Mayhem cards are bad things that can happen, e.g., "Choose two other players. They must both miss their next turn."

Antics cards are ways that things do not go as planned when grabbing nuts, e.g., "Draw the top card of the nut deck and put it in your stash."

On a turn, you first reveal the top nut card and add it to your stash. Then you play one Grab, Mayhem or Antics card on another player; that player may play a Defend card to possibly prevent your action. Instead of playing a card, you can discard any number of cards from your hand, then draw replacements from the play deck. As soon as someone has more than 20 points worth of nuts, the game ends and this player wins.

 

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 13 and up

 

 

Pepper

Pepper_c

Pepper: a whole new ball game! This "innovative new card game that sends the action in all directions! Throw a ball to anyone’s territory and see if they have what it takes to respond. Find players that can’t handle your throws and win!"

Part of Out of the Box's "Fun to Go" series, the 52 card Pepper game consists a small tin of ten cards of five colors: blue, green, orange, purple, and yellow. Each color set contains two cards of each number: 1, 2, 3, 4, and 5. Blue and yellow also have one card numbered 6.

Each player is dealt 5 cards and the rest of the cards are not used in the game. The cards represent balls being thrown from player to player, with the card's number showing its speed. The dealer places one face-up card in front of another player. That player then places one of their cards in front of another player. They may choose a higher-numbered card or a card of the same color from their hand. Alternatively, they may pick up all the cards in front of them, add them to their hand, then choose to play any of the cards in their hand. The winner is the first player to play the last card from their hand to a player who is unable to play

 

Game Playing :

# of Players 3 - 6
Playing Time 10 minutes
Mfg Suggested Ages 8 and up

 

Phase 10

Phase_10_cA rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the fewest number of points wins.

Game Playing :

# of Players 2 - 6
Playing Time 45 minutes
Mfg Suggested Ages 8 and up

 

Phase_10_deluxeDeluxe set

 

 

Pirate Fluxx Deck

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Fluxx with a pirate twist. Getting the Captain's Hat allows you to have a good bit of control, but watch out for Scurvy and Shackles, which will keep you from winning. Grab lots of Booty keepers, maybe some Ships, and expect a few new Surprise cards along the way. (From playing the game demo at Origins 2010)

A pirate themed variant of Fluxx, this game is much like the original. Simply follow the rules that are currently in play. Start by drawing a card and playing a card, but even those can be changed. There's no way to win at the begining, but once a Goal card is played, you have to play the appropriate Keeper cards in front of you or play other cards to keep them away from everyone else, like Steal a Keeper or play a new goal card to replace the old one.
 

 

New to Fluxx are the Surprise cards which can be played at any time to cancel certain plays or steal a keeper as played.

 

Game Playing :

# of Players 2 - 6
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

 

Poo Second Edition Card Game

Poo_Second_Edition_c

It’s been a tough day in the monkey cage and something in the food tonight wasn’t quite right. In monkey world, there’s only one thing that can be done about it - fling poo!

Poo is a fast-paced card game for two to eight players, requiring anywhere from five to fifteen minutes to play. It’s fast and furious - something you can play while waiting in line or on lunch break.

Each player takes on the role of a monkey. You fling poo and mess with each other until only one monkey is left standing. That monkey, of course, is the cleanest one. Each turn, every player gets to draw and play a card, usually either to fling poo at another player or to clean himself off. Out of turn, each player gets to play cards to defend himself or foil other players’ poo flinging.

Game Playing :

# of Players 2 - 8
Playing Time 20 minutes
Mfg Suggested Ages 6 and up

 

 

 

 

Queen's Ransom

Queens_Ransom_c

The queen has been captured and is held for ransom!

You and your friends are detectives enlisted by the king. Who will be the first to determine who captured her and where she is being held captive.

A fun deductive-type game.

Queen's Ransom is a deduction card game for 2-5 players. The players are inspectors enlisted by the king to investigate the Queen's kidnapping (the king can't afford the ransom!)
The first player to find out who captured the queen and where she is being held wins the game. A player may buy information cards using money cards, or use special cards.

Game Playing :

 

# of Players 2 - 5
Playing Time 20 minutes
Mfg Suggested Ages 10 and up

 

 

Rat-a-Tat Cat

Rat-a-Tat_Cat_cGet rid of the rats and go for the cats! In Rat-a-Tat Cat, less is always better, and you want to go out with the lowest score. Can you remember the numbers on the other players' cards? Can you keep a poker face, but notice when another player looks pleased? Sharpen your memory and your timing, and have fun with the cool cats and bad rats of Rat-a-Tat Cat. This is the Gamewright version.

Game Playing :

# of Players 2 - 6
Playing Time 10 minutes
Mfg Suggested Ages 6 and up

 

 

 

 

 

 

Rune Age

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An age of innovation and discovery is at hand. With war on the horizon and whisperings of a prophetic storm approaching, now is the time to gather all your strength and set out to forge your place in Terrinoth's book of legends!

Rune Age is a deck-building game of adventure and conquest for 2-4 players. Set in the fantasy realm of TerrinothRunebound, Descent: Journeys in the Dark, Runewars, and DungeonQuest), Rune Age puts players in control of one of four races, vying for dominance in a world embroiled in conflict.

Designed by Corey Konieczka, Rune Age is a unique deck-building game that centers around scenarios. The four different scenarios included in Rune Age present alternate win conditions for players, from an all-out war to determine the victor to a cooperative game experience where players all win or lose together. Scenarios not only dictate the win conditions, they also determine which card types will populate Terrinoth (forming the central card pools) and which Event cards will form the Event deck. The Event deck contains thematic challenges, enemies, and happenings that are tied to the chosen scenario, creating a new play environment each turn.

Gameplay in Rune Age centers around players working to develop their individual deck of cards. At the beginning of the game, each player begins with a small assortment of cards in their deck, drawing five cards each turn to carry out their actions. Each player's deck represents their faction's military strength and capabilities. These decks will be formed with their faction-specific Unit cards and a central collection of Neutral Unit cards, Tactics cards, and Gold cards.

While players begin with limited cards in their deck, through cunning and strategic use of their available cards, players can expand their deck to create a destructive force of their own clever design. Will you create brutal deck of formidable Units? Or will you rely on Gold and Influence to acquire neutral forces and powerful Tactics?

Game Playing :

# of Players 1 - 4
Playing Time 60 minutes
Mfg Suggested Ages 13 and up

 

 

 

Saboteur

saboteur coverPlayers take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first?

Game Playing :

# of Players 3 - 10
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

Saboteur 2

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Gigamic's Saboteur 2 is an expanded version of Frederic Moyersoen's Saboteur, which first appeared in 2004 from Amigo Spiel. (The English Z-Man Games version is an expansion for Saboteur.) Each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines -- but each player knows only his own role, so the digging may or may not go as planned!

Each turn, a player lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached, the saboteurs profit instead. After three rounds, the player with the most gold wins.

The original Saboteur allowed 3-10 players, while Saboteur 2 handles 2-12 players. Saboteur 2 includes the original game (not included in the Zman US/English edition), along with additional role cards (the boss, profiteers, geologists), new action cards (steal gold, change your role), and new tunnel cards featuring doors, ladders and bridges. What's more, the gold seekers can now be divided into teams -- blue vs. green -- and only those on the team that finds the gold score anything, assuming they do of course...

Game Playing :

# of Players 2 - 12
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

 

Seven Dragons

Seven_Dragons_c

In Seven Dragons, players start with a secret goal color from the seven colored dragons and a hand of three cards. The Silver Dragon is laid on the table as the starting card; at this stage it is a wild card. The playing cards feature domino-like colored panels in the same manner as Aquarius, an earlier game design from Andy Looney.

On a player's turn, she draws one card and plays one from her hand. Cards are laid so as to connect matching colored panels. The deck also includes Action Cards such as Move a Card, Zap a Card, Trade Hands, etc. The used Action Cards form a discard pile, and the top card of this pile dictates the color of the starting Silver Dragon; once the discard pile has started, the Silver Dragon is no longer wild.

The first player to create a connected territory of seven panels matching her dragon color wins.

Game Playing :

# of Players 2 - 5
Playing Time 10 minutes
Mfg Suggested Ages 6 and up

 

Smileyface

Smileyface_cSmileyFace is a card game of face-to-face family fun for four to eight players.
Over the seven short rounds of the game, each player tries to collect the highest total face value of cards of a single type. Each round brings new surprises as the values of cards change and the wacky Mischief cards come into play. Only the player with the highest score for a round (and perhaps the player who lent him a helping hand) will win points!

Game Playing :

# of Players 4 - 8
Playing Time 30 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

Sleeping Queens

Sleeping_Queens_cRise and Shine! The Pancake Queen, the Ladybug Queen and ten of their closest friends have fallen under a sleeping spell and it's your job to wake them up. Use strategy, quick thinking and a little luck to rouse these napping nobles from their royal slumbers. Play a knight to steal a queen or take a chance on a juggling jester. But watch out for wicked potions and dastardly dragons! The player who wakes the most queens wins.

Game Playing :

# of Players 2 - 5
Playing Time 10 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

Smash Up

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The "shufflebuilding" game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different game mechanism into play – pirates move cards, zombies bring cards back from the discard pile, dinosaurs have huge power – and every combination of factions brings a different play experience.

During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed. Sounds easy? How easy is it when an opponent's Alien-Ninja decides to Beam Up your minions to other Bases - flat out Assassinate them? What about when the Pirate-Dinosaur player Full Sails in and releases King Rex to stomp your minions into the ground, or when the Wizard-Zombies use their Mystic Power to create an Outbreak, suddenly flooding minions onto the Base from the discard pile? Or what if you faced a Zombie-Dinosaur player instead and he created an Outbreak of massive beasts all at once?!? When a Base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, bro – try harder next time.

With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different than Ninja-Aliens, for instance. Which will you use to smash up your opponents?

And did we mention the dinosaurs have laser beams?

Game Playing :

# of Players 2 - 4
Playing Time 45 minutes
Mfg Suggested Ages 12 and up

 

 

SpaceBeans

 

SpaceBeans_cThe primary mechanic is drawing beans, placing them in one of your collections (public or secret) if you have any matching cards to play, then passing your entire hand to the player on your right. If you compile a collection that contains a number of beans equal to the number value on one of beans in the collection, you may redeem the collection for the same amount of points on that card.

Game Playing :

# of Players 2 - 6
Playing Time 30 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

 

 

Spree Classic Edition

Spree_c

"Springtime. Midnight. The Mall is beckoning.
Welcome to LeGrand Mall, the oldest and most poorly secured indoor mall in the world. It's as airtight as the Titanic and as solid as a wet paper bag. This place just begs to be robbed.

Enter you, and your infantile collection of friends. It's not enough to simply loot this mall. No, you have to do it with a certain amount of flair. Which boils down to an all-night looting race, with shopping carts, flashlights, and guns.

The object? Park your car, dash into the mall, and load your shopping cart with the goodies on your list. You can snitch stuff out of the stores if you like, but it's even more fun (and easier) to steal it from your friends. And that would explain why you're carrying a huge gun."

Game Playing :

# of Players 3 - 8
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

 

 

 

Squint

Squint_c

Using any combination of the 72 cards with various shapes on them (such as a cross, various sized circles, wavy lines, etc...), players take turns trying to convey one of the words on a "squint" card. The words have varying degrees of difficulty, from one to three points. Any of the non-building players can guess what the word is. If a player guesses the word before the timer runs out, both the "builder" and guesser receive points.

Game Playing :

# of Players 3 - 8
Playing Time 30 minutes
Mfg Suggested Ages 12 and up

 

 

 

 

Star Fluxx

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Fluxx gets the Science Fiction treatment. From the publisher: "Just when you thought that Fluxx had gone as far as it could go - it blasts off for the Stars! Explore the vastness of space-themed humor with your valiant Captain, Engineer, and, of course, your Expendable Crewman. Go check out that Small Moon – or is it really a Space Station? You may be swayed by Unseen Forces, held hostage by Evil Computers, or find your ship infested with Cute Fuzzy Aliens."

Like its brethren, Star Fluxx is the game of ever changing rules. It starts out as Draw 1, Play 1, but even that can change. When a Goal card is played, you can win by meeting the Goal, usually by having the correct Keeper cards in front of you. Action and Surprise cards help you to meet the Goal, or stop your opponent. Creeper cards usually prevent you from winning, but are sometimes necessary to meet the Goal.

 

Game Playing :

# of Players 2 - 6
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

Swap!

Swap_cA relative of Uno. Players try to get rid of their cards by playing matching colors; special cards change the color or require players to swap hands or slap the discard pile.

Game Playing :

# of Players 2 - 10
Playing Time 10 minutes
Mfg Suggested Ages 7 and up

 

 

 

 

 

 

 

Thataway

 

Thataway_cPriscilla the gorilla is on the loose...Which way did she go?! Track down the escaped ape by following the directions on the cards. Did she go left? Right? Up? Down? Play cards quickly to trace her trail. Be the first to capture Priscilla and score big points. The player with the highest score is the chimp-chasing champ!

Game Playing :

# of Players 2 - 5
Playing Time 12 minutes
Mfg Suggested Ages 8 and up

 

 

 

 

 

The Hunger Games Jabberjay

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In The Hunger Games: Jabberjay Card Game, each player represents a District or Capitol citizen whose identity remains secret during most of the game. Players attempt to discover each other's identities and ultimately force their opponents to flee!

The game plays with 5-12 players, while also including a 2-4 player variant in which all players work together to protect the District Citizens from the Peacekeepers!

Game Playing :

# of Players 2 - 12
Playing Time 30 minutes
Mfg Suggested Ages 14 and up

 

 

 

 

 

 

The Lord Of The Rings: The Card Game Core Set

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The Lord of the Rings: The Card Game is a cooperative adventure game in which the players attempt to complete a scenario, each with three heroes of their choice and a deck of allies, events and attachments to support them. Each round, players send their heroes and allies to quest or to fight with enemies that engage them. However, as the heroes and allies exhaust after questing, defending, or attacking, the players' options are typically insufficient to deal with everything at once. Therefore, players need to determine whether it is more urgent to quest and make progress in the scenario while the enemy forces gain power, or to take down enemies while making no progress, not knowing what will come next.

The Lord of the Rings: The Card Game is the base game of a Living Card Game for which new adventure packs are released monthly. The base game contains three scenarios, twelve famous characters from the works of J.R.R. Tolkien (including Aragorn, Legolas, Gimli, Denethor and Eowyn), and four pre-constructed player decks. Players can either use one of these decks or construct their own deck to increase their chances to be succesful in the more challenging scenarios. The monthly adventure packs contain a new scenario, a new hero, and new player cards to be used in their deck. The base game is for 1-2 players, but with an additional base game the scenarios can be played with up to four players.

Although this game is set in Tolkien's Middle Earth, the scenarios do not represent scenes from the books, but rather take place in the seventeen years from Bilbo's birthday until Frodo's departure from the Shire.

Game Playing :

# of Players 1 - 2
Playing Time 60 minutes
Mfg Suggested Ages 10 and up

 

Timeline

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Timeline: Inventions is a card game played using 109 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck.

The first player to get rid of all his cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out.

Game Playing :

# of Players 2 - 8
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

Too Many Monkeys

Too_Many_Monkeys_cPrimo the Monkey was fast asleep until his friends swung by for a surprise pajama party! Help Primo chase away the primate pranksters by flipping and swapping cards in numerical order. Watch out for elephants and giraffes who want to crash in on the fun. And if you're lucky, draw a wild monkey card to clear out the room in one clean sweep! The first player to stop the monkey mayhem and get Primo back to bed wins.

Game Playing :

# of Players 2 - 6
Playing Time 15 minutes
Mfg Suggested Ages 6 and up

 

 

 

Treasures & Traps Card Game

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From the publisher. Treasures and Traps is the adventure card game that puts you on a quest for riches. Each card can open the door to a tricky challenge, a magical assistance, or a valuable treasure.

The approximate playing time is 10-30 minutes for two players. Add 10 minutes for each additional player.

Be the first player to get a Gold, Silver, and Bronze TREASURE card into your realm. Your other cards give you the powers you will need to keep others from winning.

The game contains a full set of 100 unique Treasures and Traps Cards.

Game Playing :

# of Players 2 - 6
Playing Time 8 minutes
Mfg Suggested Ages 8 and up

 

Ugh!

Ugh_c

With fun and hilarious art from John Kovalic, Ugh! challenges players to push their luck in surviving the Ice Age. On each turn players will over up to three cards from the deck or pull from an existing safety pile – all are options for building their Ice Age empire. If a player chooses to draw from the deck and they are feeling overconfident, they may get hit with the fickle finger of lady luck...

Ugh! Flip, take, and lock cards wisely until the crazy ride runs out of cards – but watch out for the Ugh!

Game Playing :

# of Players 2 - 6
Playing Time 15 minutes
Mfg Suggested Ages 8 and up

 

 

 

Woe to the Living

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In Woe to the Living, you are the sinister spectral force that haunts the night and feeds off the terror you create! You lurk in the darkest places, making night-time strollers walk just a little faster and double-bolt their doors. You must carefully cultivate terror and watch those impacted; too much terror and they die of fright becoming useless to you. Too little terror and you starve.

Sweet delicious terror!

Carefully select your prey across four rounds of game-play. The goal is to have the second highest total terror at the end of the game. This is made more difficult by the other players, all vying for that coveted high, but not highest, terror total. Use a sneaky card swapping mechanic to exchange face down cards throughout each round. Correctly gauge your opponents’ motives in order to feed them the cards they don’t want, or take from them the cards you need.

Game Playing :

# of Players 2 - 6
Playing Time 15 minutes
Mfg Suggested Ages 13 and up

 

Zombie In My Pocket

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The semi-cooperative 1-8 player published version (from Cambridge Games Factory). The game offers players chances to help the group, or play selfishly, and you never know what your fellow zombie bashers are going to do.

In Zombie in my Pocket, you're searching for the secret of the evil temple where you can find the item to destroy the zombies rising from the dead. You can pick up items to bash zombies along the way; a machete, golf club, chain saw, or even your former uncle's grisly femur.

Find the zombie totem, then bury it in the backyard graveyard before midnight and you've saved the world. Otherwise, you're zombie food.

Game Playing :

# of Players 1 - 8
Playing Time 30 minutes
Mfg Suggested Ages 11 and up

 

 

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