Tumblin’ Dice

A dexterity dice game consisting of four sets of colored dice one either slides, rolls, or flicks down a stepped surface. Usually one slides the die for better accuracy. After each person has slid their 4 dice, points are scored. You score the die roll times a multiplier of either 1×, 2×, 3×, or 4× depending on which area of the board the die is on. (Dice which land in the 0× region are immediately removed from play.) High scoring rolls are targets for opponents. Four rounds are played and the player with the most points win.

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Detective Club

Detective Club is a board game for players who enjoy party, with simple rules that take just a minute to explain. Intrigue, sudden revelations, limitless creativity, and tons of fun await you in this game! Lead the investigation as a detective, or cover your tracks as the infiltrated conspirator. Discuss, accuse, object and try to convince everyone.

In Detective Club, on each round, one of the players secretly teams up with another — the Conspirator — and tries to make them guess a secret word using just two illustrated cards! Other players are detectives, who also know the word, but don’t know the identities of each other. Detectives have to find out who the conspirator is, making sure they don’t get accused by their fellow players!

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We’re Doomed!

We’re doomed! The world is coing to an end! We must act now to survive!!! Players are the most powerful leaders in the world working alongside up to nine others to build a starship. Time is short! The goal? Build and be on a starship that escapes a dying world — or betray everyone to ensure your own survival. No seats on the starship are guaranteed. We’re Doomed! is a quick, timed, panic-inducing game of international collaboration, retaliation, diplomacy, conspiracy, and blowing each other up for fun!

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Rail Pass

In Rail Pass, 2-6 players work together to deliver as many goods as possible in ten minutes, with goods being represented by cubes and with the color of the cubes indicating their destination city.

During set-up and before the clock starts, players scramble the goods and arrange them in a row across the top of the city boards. The player controlling that city can see all the cubes that must be delivered but can pull goods only from the right or left end of the row when loading them on the trains.

Once the clock starts, all players take their actions simultaneously, in any order, and repeating any action as often as necessary. To transport cargo, a cube must first be loaded onto a short or long train piece that is at rest in the player’s home city train yard. No train can move without a crew peg, and no crew peg may travel beyond the adjacent city. In order to transport cargo to more distant cities, a train needs to stop and have the crew peg swapped or cargo exchanged between trains. While all this is going on, players must avoid dropping or spilling cubes when picking up or handing the train to another player. Additional terrain components such as tunnels and bridges can be placed between cities and act as additional obstacles to negotiate. When time runs out, calculate the score by multiplying the TWO LOWEST counts of cubes delivered to a city. Points are subtracted for dropped cubes, or cubes delivered to the wrong city and also for crew pegs that traveled beyond their adjacent cities.

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Letter Jam

Letter Jam is a 2-6 player cooperative word game, where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it’s only visible to other players and not to yourself.

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That’s Not Lemonade

It’s lemonade season and you run a successful lemonade stand. Unfortunately, today you’re not the only lemonade stand on the block. To settle this problem, you and your rivals agree to a lemonade drinking contest. But wait, something’s wrong! Little Johnny, the neighborhood menace, is up to no good. During this contest you might take a gulp of something … THAT’S NOT LEMONADE!

That’s Not Lemonade is the simplest press-your-luck game there is. On your turn, decide if you will take a card or pass. If you get a That’s Not Lemonade card, you’re out for the round. The player with the most lemon cards at the end of the round wins a lemon card. First player to win 3 lemons wins.

Comes with 18 cards, 6 player tiles, and 6 mini cups.

It’s the drinking game for kids!

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Escape from the Aliens in Outer Space

A mysterious alien plague has crept aboard the spacestation and is transforming the human crew into horrendous monsters! The remaining crewmen desperately try to save their lives by escaping from the derelict spaceship, but in the darkness the aliens are lurking… HUNGRY FOR HUMAN FLESH! This a game of strategy and bluff set on a … Read more

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Blood on the Clocktower

In the quiet village of Ravenswood Bluff, ‌a demon walks amongst you… During a hellish thunderstorm, on the stroke of midnight, there echoes a bone-chilling scream. The townsfolk rush to investigate and find the town storyteller murdered, their body impaled on the hands of the clocktower, blood dripping onto the cobblestones below. A Demon is … Read more

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Shifty Eyed Spies

Face off in a stealthy competition of covert communication. Use a wink to signal that you have a delivery for another spy, then await their eye-shift that indicates the rendezvous location. Be discreet – if anyone intercepts you, the mission is blown!

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The Champion of the Wild

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Available direct from https://championofthewild.com/

The Champion of the Wild, formerly known as The Animal Games, is a light-hearted card-based social game for 3-8 players based on the following theme:

Players have attained super-stardom and handsome riches over many years due to their innate ability to communicate with and to coach animals of all different species. Now the greatest animal coaches from around the world (the participating players) have gathered for the ultimate test of their training prowess to see who will become The Champion of the Wild.

Three events are first selected – one from each of five different categories (speed, power, endurance, technical and team). These events can be any measurable activity, examples including the 100m sprint, high jump, ballroom dancing and hide-and-seek. Players are then dealt a hand of animal cards to choose from and must select one single animal to represent them across all three events, competing against the animals selected by the other players. These events are then played out by way of animated discussion and players then vote according to their opinion on the likely rankings (excluding their own animal when voting). Votes score points for the appropriate players and the player with the most points after three events wins.

The Champion of the Wild combines the fun and laughter of a conversation-driven social game with the challenge of strategic thinking required for animal selection and event tactics.

Who will be your champion?

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