Bring Your Own Book

Bring Your Own Book

In Bring Your Own Book, players take turns drawing prompts from the deck, then race to find the best phrase in their own book that satisfies the prompt.

Everyone has a book and sits in a circle. The cards are placed face-down in the middle. The starting player should also have a 1-minute timer. Each player gets four cards (with 5-7 players) or five cards (with 3-4). The starting player takes the top card off the deck, picks a prompt, and reads it aloud. Everyone except the Picker searches their book for text to match the prompt. They’re seeking for sequential text of any length: a single word, half of a sentence, a whole sentence, multiple sentences.

The first Seeker to find matching text announces “I’ve got it” and starts the timer. When the timer runs out (or every Seeker announces “I’ve got it”), each Seeker reads what they’ve found. Seekers who didn’t find text in time open to a random page and read a random sentence from it.

The Picker chooses their favorite submission and awards that Reader the card. After each round, the person to the left of the last Picker starts the next round. Once any player reaches three cards, everyone passes their book to the player on their left. This happens any time a player reaches three cards during the game. As such, it can happen as many times as there are players. It is quite possible for players to pass until they have their original book back.

The game proceeds until one player reaches the set number of cards. With 5-7 players, four cards wins it; with 3-4 players, it’s better to play to five.

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Dragon’s Gold

Dragon's Gold

In Dragon’s Gold, each player controls a team of dragon hunters (two knights, a thief, and a wizard). Like all dragon hunters, they have only one goal: gold, silver, jewels and magic objects. As for actually killing a dragon? It’s a piece of cake. But the most difficult part comes after the dragon is dead: the adventuring party has to figure out how to share the spoils.

As soon as a dragon is overpowered, then some additional gems are revealed, and the players who had participated in that hunting party start a negotiation over how to divvy up the gems. If the sixty-second sand timer runs out, then no one gets treasure. When all of the dragons have been slain and the treasure claimed or discarded, the game ends and players score for their holdings, with silver and magic objects worth 1 point each, gold worth 3, the Black Diamond worth 7, and the colored gems scoring 10-15 points for those players who hold more than everyone else. (In the Advanced game, the colored gems score 8-12 points in addition to a variety bonus of 5 points for each set of different colored gems a player holds. The Black Diamond is worth 19 points [in the 2011 edition], but negates a player’s score for all colored gems.)

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Saboteur

Saboteur

Players 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? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the round.

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Spyfall

Spyfall

Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what’s going on around you. It’s really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says “Spy” instead of the location. Players then start asking each other questions — “Why are you dressed so strangely?” or “When was the last time we got a payday?” or anything else you can come up with — trying to guess who among them is the spy. The spy doesn’t know where he is, so he has to listen carefully. When it’s his time to answer, he’d better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!

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Shadows in the Woods

Shadows in the Woods

The dwarves hide in the shadows of the trees from the wandering light. The burning tea-light (adult player) moves through the dark forest and tries to find the small dwarves in their hiding places. If a dwarf is touched by the light, it is frozen and not allowed to move anymore. The other dwarves try to release it. To achieve this they must wait until the light has gone far enough so that one of them can join it in the shadow. All the dwarves try to unite under one tree while the candle tries to freeze the dwarves. Who will win, the light or the dwarves?

Shadows in the Woods is a cooperative game for players 5 years and up. An adult player for games where children play is required, due to the open flame of the candle. An alternative version included in the rules is intended for players 7 years and up, and is quite a bit more challenging. The alternative version does not require an adult player, but does require adult supervision. (The light doesn’t move.)

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Zombie 15′

Zombie 15'

15 Minutes to Survive! Zombie 15’ is a new, innovative, frantic game in which players try to defeat zombies… and time! In a world where everyone above 18 has turn into blood- thirsty, flesh-hungry zombies, most youngsters unfortunately served as meat to quell their elder’s appetite… As a little group of survivors, you must unite and cooperate to escape the relentless horde of undead.

Run across town to find shelter or food, hold a strategic position, meet with new survivors and discover the truth about this terrible and mysterious disease!

Easy rules but real choices, to be made as quick as possible if you don’t want to get overwhelmed by zombies!

A team of 15-year-old teenagers, a 15-minute soundtrack to give each game its tempo, a 15-scenario, progressive campaign, and much more than just 15 zombies…

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Illegal

Illegal

ILLEGAL is a crazy, offbeat party game for 5 to 9 players where participants each take on the role of an illegal dealer. The game is accessible to casual as well as expert gamers, and has a mature theme. The rules of ILLEGAL are simple, but the game will challenge your skills in negotiation, misdirection, discretion, charisma, and persuasion. The more you play, the more you will learn to expand and master these skills. Each game lasts about half an hour, and is packed with intense exchanges, interactions and a lot of humour. Launch into this risqué adventure! Dare to become one of these offbeat dealers and get a good laugh with your friends.

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Camel Up

Camel Up

WITNESS THE CRAZIEST CAMEL RACE OF ALL TIME, AS THINGS REALLY GO TOPSY-TURVY WHEN CAMELS STACK UP AND ENTIRE PYRAMIDS TURN UPSIDE DOWN.

As members of Egyptian high society, you gather in the desert with one simple goal: to gain the most money by backing the right camel to win a leg or even the entire race. However, in this race, it’s not just the lucky ones who can beat the odds. Reading the dynamics of the race and having a good sense of timing is just as important when it comes to backing the right camels and taking the victory.

Place your bids wisely and decide when it is time to strike, and maybe – just maybe – with a little bit of timing and a lot of luck, your bid will pay off!

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Cash ‘n Guns (second edition)

Cash 'n Guns (second edition)

The big heist may have been a success, but it all goes wrong when every crook wants a bigger cut. With this much money on the table, bullets speak louder than words!

In Cash ‘n Guns, players will point foam pistols at each other and try to intimidate their opponents into letting them have the largest share. The bravest crooks enjoy the most money – but only if they live long enough to spend it!

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Samurai Spirit

Samurai Spirit

You and your small Samurai crew are the only obstacles between a frightened village and a horde of bloodthirsty brigands!

The confrontation seems very uneven while you are standing in front of dozens of enemies ready to cut you to pieces, but that is without counting on your combat skills and the strong solidarity keeping your group united in adversity.

Above all, and when the cause will seem hopeless, your enemies will discover the beast inside you: a fearsome warrior ready to unleash his true strength!

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