Sidibaba (Library)
Sidibaba (Library) $0.00
In Sidibaba, players take on the role of Sidibaba and his friends who are searching for hidden treasure in a cave. One of the players (the moderator and also the Leader of the thieves) has a map of the maze and helps guide the other players by providing visions (using tiles) of what lies in front of Sidibaba and his friends, such as a corridor with branching tunnels. After discussion amongst themselves, the other players must decide which way to take, and which of their special powers to use to move along the track; if they cannot agree, then they must vote. Unfortunately for the Sidibaba and his friends, the Leader of the thieves (the game moderator) knows that Sidibaba and his friends are in his cave and are after his treasure. Sidibaba and his friends win if they manage to get the treasure and get out of the cave before their oil lamps go out. The leader of the thieves wins if Sidibaba and his friends don't get out of the caves in time, or when he manages to catch Sidibaba and his friends when they don't have a spare oil lamp left. As a result, each camp has its own objectives and its own mode of operation. Sidibaba is a real-time game in which players have a limited amount of time to negotiate or else they'll watch their torches go out one by one, eventually leaving them lost in the dark. Sidibaba was originally designed as Theseus, with the players trying to outwit the Minotaur in its maze.
Spyfall: Time Travel (Library)
Spyfall: Time Travel (Library) $0.00
It's a threequel of the award-winning deduction party game from the future — well, and from the past, too! Get ready for an outstanding time, traveling across the brightest eras and countries! Expose a spy in a neanderthal cave or in a lunar base, hide out in a WWI Airship or in Leonardo's studio, and do your best not to spill all the secrets of the Japanese ninja or of a Spanish entity you surely didn't expect here! Spyfall: Time Travel is a standalone threequel for Spyfall — an easy-to-learn party game that features bluffing, suspicion, probing questions, and clever answers. At the start of each round, players receive a secret card informing them of the group's location, except for one player who receives the spy card instead. The spy doesn't know where they are, but if they can figure out the location before their cover is blown, they win the round! This game is fully compatible with other games of Spyfall.
Stay Cool (Library)
Stay Cool (Library) $0.00
Stay Cool is easy. We ask you to do nothing complicated — but you must do it all at the same time... When you are the active player in the first round, you must answer verbally the questions asked by your left-hand neighbor while you "write" answers to the questions asked by your right-hand neighbor, using seven letter dice to "write" three- or four-letter answers. While you're doing this, another player flips a 30-second sand timer four times, giving you two minutes to answer as many questions as possible. At the end of that time, multiply the number of answers you gave for the questions from the left and from the right to determine your score. In the second round, you do the same thing once again with new questions, but you must tell the player watching the sand timer to flip it before it runs out of sand, with a maximum of two minutes of playing time. If you fail to tell the player to flip the timer before it runs out of sand, your turn ends immediately. However your turn ends, you score points as described above. In the third and final round, you must do everything described in the third round except now the sand timer is hidden from your eyes!
Taboo (Library)
Taboo (Library) $0.00
In the party game Taboo, you're trying to give clues to your teammates so that they'll guess a particular word, but you can't say just anything you like. Some clues are off limits! When you're the active player, hold the deck of cards so that you and the opposing team can see the top card. At the top of the card is the word your teammate must say to score the card, and you can anything you want to help them figure out what to guess other than the word itself (duh!) or the five words/phrases listed on the bottom of the card. For example, can you get your teammates to say "bacon" without saying "pig", "eggs", "breakfast", "sausage", or "eat"? If you do, you score the card, then move on to the next card, trying to guess as many cards as possible before time runs out. However, if you say a taboo word (or make gestures), the opposing team will buzz a buzzer and score the card themselves. How well can you describe things without breaking the taboo?
Telestrations After Dark (Library)
Telestrations After Dark (Library) $0.00
This is an adult version of the award winning Telestrations. Gameplay is the same, but the word content has changed to more adult fare. Some of the word cards now include stuff such as "Anaconda", "Jackhammer", "Doggie Style", and "Human Centipede".
Telestrations: 12 Player Party Pack (Library)
Telestrations: 12 Player Party Pack... $0.00
Are you ready to party with a bigger group? With the all new Telestrations Party Pack, you can have a LOL, side-splitting time with up to 12 people! Prepare for more players, more laughs, and more unpredictable results! The silly sketchin’ & guessin’ possibilities are endless! Combining the schoolyard favorite ‘telephone game’ with a drawing game, Telestrations has players draw what they see then guess what they saw. The result? The Big Reveal, where players get to share how “this” became “that!” The outcomes are unpredictable and sure to create a slide-splitting time!
Telestrations: Upside Drawn (Library)
Telestrations: Upside Drawn (Library) $0.00
It’s Telestrations, but Upside Down! This take on the award winning Telestrations game gives a whole new meaning to laugh out loud miscommunication. Telestrations: Upside Drawn puts a teamwork spin on “The Telephone Game Sketched Out” by putting the pen in one person’s hand, and control of the board in another’s! Only through “Up” or “Down” directives can the team put the pen and board together to guess the clue first! The team to reach 10 points wins! Components:4 sketch boards4 dry-erase markers1 category die100 cards – includes 1000 words and phrases60 scoring chipsInstructions
Texas Hold'em Poker Set (Library)
Texas Hold'em Poker Set (Library) $0.00
The Pack The standard 52 card pack is used.Poker Hands Five of a Kind - This is the highest possible hand and can occur only where at least one card is wild, such as a joker. Examples of five of a kind would be four 10s and a wild card or two queens and three wild cards. Straight Flush - This is the highest possible hand when only the standard pack is used, and there are no wild cards. A straight flush consists of five cards of the same suit in sequence, such as 10, 9, 8, 7, 6 of hearts. Four of a Kind - This is the next highest hand. An example is four aces or four 3s. Full House - This colorful hand is made up of three cards of one rank and two cards of another rank, such as three 8s and two 4s. Flush - Five cards all of the same suit, but not all in sequence, is a flush. An example is Q, 10, 7, 6, and 2 of clubs. Straight - Five cards in sequence, but not all of the same suit is a straight. An example is 9♥, 8♣, 7♠, 6♦, 5♥. Three of a Kind - This combination contains three cards of the same rank, and the other two cards each of a different rank, such as three jacks, a seven, and a four. Two Pairs - This hand contains a pair of one rank and another pair of a different rank, plus any fifth card of a different rank, such as Q, Q, 7, 7, 4. One Pair - This frequent combination contains just one pair with the other three cards being of different rank. An example is 10, 10, K, 4, 3. No Pair - This very common hand contains "nothing." None of the five cards pair up, nor are all five cards of the same suit or consecutive in rank. When more than one player has no pair, the hands are rated by the highest card each hand contains, so that an ace-high hand beats a king-high hand, and so on.Object of the Game Before and after each card(s) is revealed, players take turns to bet. To stay in the hand and see the next card, all players must have put the same amount of chips in the pot as each other. The best poker hand wins the pot.
The Chameleon (Library)
The Chameleon (Library) $0.00
A bluffing deduction game for everyone. Each round involves two missions, depending on whether you’re the Chameleon or not. Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in, not get caught and to work out the Secret Word. Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word. At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.) Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.
The Chameleon: Picture Edition (Library)
The Chameleon: Picture Edition (Library) $0.00
The party game is back, but this time with pictures instead of words. Using new Magic Reveal Sleeves, all the players can see which picture is the secret one except the Chameleon! To catch them, each player will say one word related to the picture. The Chameleon can't see the secret picture, so they'll have to blend in by saying something that makes them sound like they know what everyone's talking about. Will the Chameleon escape or be caught?
The Epic Beard Game (Library)
The Epic Beard Game (Library) $0.00
The Epic Beard Game is a classic card game with a shot of bald-faced bluffing and a twist of hirsute humor! The object is to empty your hand of all cards using deceptive ploys and tactics. So go all-in for the with with your most epic strategy while avoiding "Beardless Harry"! It's wild and woolly fun with cards, chips, beards, and bluffs. (From box.) Players attempt to rid their hand of cards by playing pairs. Play is made face down which allows for bluffing. Low score wins the game. There are cards which are difficult to get rid of and also hurt your score.
The Last Brave (Library)
The Last Brave (Library) $0.00
A group of heroes battle to the last — can you survive? The Last Brave comes with two rule sets, one that's a team game with a focus on hidden identities and the other that's a battle royale with more focus on combat. In both games, the core rules are largely the same: You are a champion who must fight for your nation and defeat all of your opponents. Each champion has three attributes: a class, an element, and a type of arms, all imbued with incredible power. When one champion is attacked by another, the damage they take exposes the nature of their attributes, revealing the weakened champion's true form to the other players. However, once these attributes have been revealed, the champion who wields them can start to benefit from their abilities. In order to win, you have to reveal the right card at the right time while not giving your opponents the opportunity to do the same. In the team match you also have to figure out who your allies are before the other teams do. Be the last one standing — or the only team still in the game — to win.
The Resistance (Library)
The Resistance (Library) $0.00
The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance! The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination. Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.
The Vibe (Library)
The Vibe (Library) $0.00
In this collaborative game, players take turns taking on the role of "The Vibe," selecting a theme and arranging pictures in a specific order to provide clues. The postcard-sized cards with pictures are arranged from left to right, indicating how well they fit the chosen theme — from least to most fitting. The other players, the "Mind Readers," then try to guess the theme based on the sequence of pictures. The game's challenge comes from The Vibe's selection of artwork, where each picture carries just the right amount of ambiguity to encourage thoughtful discussion and interpretation. Different volumes:Each volume of The Vibe includes 64 large postcard-sized cards, featuring diverse and evocative imagery on one side and thematic words on the other. The first volume offers a blend of classic and quirky art from around the world, paired with a wide range of thematic words. Later volumes explore specific topics and styles, with more closely related words, making the game more challenging and requiring sharper focus and greater attention to detail. Volumes can be mixed and matched to create new and varied play experiences.
Trapwords (Library)
Trapwords (Library) $0.00
The game is for 2 teams, divided into two approximately equivalent number of players and takes about 30 minutes to play. It could remind you of the classic word game known as Taboo, but this one has an interesting twist on gameplay – the opposing team is the one who chooses the words you cannot use. With you having no idea which words are "traps", it’s like dancing on a minefield, when you’re trying to describe your assigned word to the rest of the team. You take the role of a group of adventurers crawling through a fantasy dungeon full of traps and curses, with a Boss waiting for you at the end.You have to successfully guess a word that one of your teammates is trying to describe to you. Sounds simple, but it is made fiendishly difficult by not knowing which words you can't say. Because both teams are simultaneously preparing secret traps for each other, words that you can't use. And further you get, the more trapwords you might expect. Let's see the example of one possible turn when you are trying to give clues for the word "Axe": You: "It is a thing that a dwarf can…"Opponents team: "A-ha, dwarf! Gotcha!"You: "How did you know that? Was it obvious I will use that?" Or when you would try another approach it could look like this, the successful turn of your team: You: "This thing is used by a man with a beard, in a checkered shirt...."One of your teammates: "A coffee maker?"[Everyone laughs]You: "He uses it for work in nature."Another teammate: "A chainsaw!"You: "He makes smaller pieces from a big plant with it."Any of your teammate: "An axe!"You: "Yes! Very good!" Could you avoid your opponent's trapwords when you don't know what you can't say?