Tripoley (Library)
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A standard deck playing card game played with a special layout (or board) and poker chips. It is a modern version of the game of Poch. Each hand has three phases: "Hearts", "Poker", and "Michigan Rummy". All cards are dealt out, including one extra hand which remains unseen. Players place chips in the spaces for the special combinations on the playing mat/board, the "Poker" pot, and the "Kitty". The first phase pays off for holding certain cards or combinations (that match the combinations on the playing layout/board). The second phase is a hand of poker; each player selecting five cards from his hand to play. A hand of Poker betting takes place, with bets added to the "Poker" pot, and the winner wins the "Poker" pot. In the third phase, players play a slight variation of the game of Michigan (similar to Fan Tan), and the first to go out wins the chips in the "Kitty".
The book Games We Play pictures a version of Poch published in ~1830 in Nuremberg by Verlag Fr Scharrer. From this illustration we can see the evolution of Pope Joan to Poch, which was further refined into the Tripoley we see today.
This game is a Public Domain game known as Michigan Rummy. This name comes from the third phase where the standard deck playing card game of Michigan ("Stops Family") is played. Michigan Rummy should not be confused with the game of 500 Rum and its variation called Michigan Rum from the Rummy Family.
The spots on the board are 10-J-Q-K-A of Hearts (5 spots), 8-9-10 all one suit (one spot), Q-K of Hearts (one spot), and the Kitty.
Ultimate Werewolf Deluxe Edition (Library)
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Ultimate Werewolf is an interactive game of deduction for two teams: Villagers and Werewolves. The Villagers don't know who the Werewolves are, and the Werewolves are trying to remain undiscovered while they slowly eliminate the Villagers one at a time. A Moderator (who isn't on a team) runs the game.
Ultimate Werewolf takes place over a series of game days and nights. Each day, the players discuss who among them is a Werewolf and vote out a player. Each night, the Werewolves choose a player to eliminate, while the Seer learns whether one player is a Werewolf or not. The game is over when either all the Villagers or all the Werewolves are eliminated.
Ultimate Werewolf: Deluxe Edition features all new artwork, a great new design, totally rewritten and more comprehensive rules, and an even better moderator scorepad. What's more, it supports more players than ever: 75 of your closest friends can converge on one or more villages using the components in this box.
Unstable Unicorns (Library)
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Build a Unicorn Army. Betray your friends. Unicorns are your friends now.
Unstable Unicorns is a strategic card game about everyone’s two favorite things: Destruction and Unicorns!
Players draw and discard cards in a race to build an army of 7 unicorns. Sound easy? Not so fast. Someone could have a Neigh Card (Get it? Neigh?) or Downgrade cards to stop you in your tracks. But you can do the same to them.
The first person to complete their Unicorn Army shall hereafter be known as The Righteous Ruler of All Things Magical.
Wavelength (Library)
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Wavelength is a social guessing game in which two teams compete to read each other's minds. Teams take turns rotating a dial to where they think a hidden bullseye is located on a spectrum. One of the players on your team — the Psychic — knows exactly where the bullseye is, and draws a card with a pair of binaries on it (such as: Job - Career, Rough - Smooth, Fantasy - Sci-Fi, Sad Song - Happy Song, etc). The Psychic must then provide a clue that is *conceptually* where the bullseye is located between those two binaries.
For example, if the card this round is HOT-COLD and the bullseye is slightly to the "cold" side of the centre, the Psychic needs to give a clue somewhere in that region. Perhaps "salad"?
After the Psychic gives their clue, their team discusses where they think the bullseye is located and turns the dial to that location on that spectrum. The closer to the center of the bullseye the team guess, the more points they score!
Werewords (Library)
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In Werewords, players guess a secret word by asking "yes" or "no" questions. Figure out the magic word before time is up, and you win! However, one of the players is secretly a werewolf who is not only working against you, but also knows the word. If you don't guess the word in time, you can still win by identifying the werewolf!
To help you out, one player is the Seer, who knows the word but must not to be too obvious when helping you figure it out; if the word is guessed, the werewolf can pull out a win by identifying the Seer!
A free iOS/Android app provides thousands of words in hundreds of categories at various difficulty levels, so everyone can play.
Werewords Deluxe Edition (Library)
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In Werewords Deluxe Edition, players guess a word by asking "yes" or "no" questions. Figure out the magic word before time is up, and you win! However, one of the players is secretly a werewolf who is not only working against you, but also knows the magic word. If you don't guess the word in time, you can still win by identifying the werewolf! To help you out, one player is the Seer, who knows the word, but has to be careful while helping you. If you guess the word, the werewolf can pull out a win by identifying the Seer!
A free iOS/Android app provides thousands of words in hundreds of categories at various difficulty levels, so everyone can play.
Werewords Deluxe Edition contains several new special roles in addition to the Mayor, Seer, Werewolves, and Villagers, and a brand new Speedwords mode, new artwork, and can play as few as two players and up to twenty players.
What Do You Meme?: BSFW...
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The What Do You Meme? Adult Party Game is fun for friends from the social media generation. This is the BSFW, or Barely Safe for Work, edition of the title, which features toned-down content from the adults-only regular version.
This party card game is simple to teach and quick to play. Every player selects one of the caption cards from their hand to accompany that round's image and plays it in secret. The judge then selects which caption they think is the funniest, and that caption's player gets a point. You can play to whatever score you like.
Contents: 360 caption cards, 75 photo cards, 1 easel
What Were You Thinking? (Library)
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Can you give the perfect clue before anyone else? What Were You Thinking is a guessing game for horrible mind readers, and it's as fun to play as it is to watch. Break into two teams. Shuffle the Letter Tiles and place them on The Board until it’s full. Pick one person from each team to be the Guesser. It’s your team’s job to get your Guesser to say the word from the Word Card by giving them a two word clue that starts with letters from The Board. For example, if your word is “Penguin,” your team might decide to give “Snow Bird” as a clue. But hurry, because if the other team yells out a clue first, their Guesser can guess before yours. If they get it right, that team gets to flip over the letters they used for a clue (Ex. if the winning clue is “waddling tuxedo,” they’d flip over “w” and “t”.) The team that flips over 5 letters in a row wins.How to play:
Pull a Word Card for your team to guess. Hurry and think of the perfect two-word clue using letters from the Board before the other team does. If the clue worked, flip the Tiles on the Board that correspond with your clue. The first team to flip 5 in a row wins.
Witch Hunt (Library)
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Witch hunt is a large-group social deduction game (like Werewolf or Mafia) for 7-22 players. A group of Villagers must find and lynch the Witches among them during the day, while the Witches kill a target every night.
Unlike similar games, dead players on both teams continue to influence the game. Additionally, each player has a unique character with a simple ability--including the Witches. This means the abilities of the Witch team varies wildly game-to-game.
Wits & Wagers: It's Vegas,...
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Wits & Wagers: VegasWith over 3 millions sold and tons of feedback from our fans, this is the best version of Wits & Wagers so far.
All new questions: Thanks to the help of trivia expert Brent Povis (Jeopardy contestant, winner of The Weakest Link, and designer of the beloved game Morels), the new Wits & Wagers questions are some of the funniest and most surprising we've made. For example, do you know how many accidents are caused by Moose in Alaska each year? More places to bet: Bet on Red or Black to cover three different guesses. Like in Vegas, you can bet on a group of guesses to take a less risky bet, allowing you to grow your chip stack even when you don't know the best answer. New art: The art and components enhance the experience. More chips: Wits & Wagers Vegas has twice as many chips as Wits & Wagers Party.
OK Boomer! (Library)
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Test your knowledge about your rival generation's pop culture trivia in OK Boomer!
Play in teams based on generations, although if players are around the same age, then it's every person for themselves! The game includes 220 cards with four types of questions.
Mysterium (Library)
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In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.
In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.
Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.
After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.
If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.
If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
Muffin Time (Library)
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Muffin Time is a chaotic card game with more twists and turns than you can shake a spork at! Battle your friends, family, and hyper-intelligent pets by drawing and playing from a deck of unique cards that'll either help you, thwart others, or mix things up for the sheer hell of it! To win the game, you just need to start your turn with exactly 10 cards in your hand but if you think that'll be easy, you're wrong (wronger than a duck wearing shoes- and that's pretty damn wrong).
Players draw a card on their turn and can choose to "place" up to three trap cards out of their hand. As a second part of their turn they either pick up one card or play one action card, which are all unique and can have wide-ranging consequences on the other players or game as a whole
The game ends when a player wins when someone starts their turn holding exactly 10 cards.
So, if you're looking for a hilarious and unpredictable game, I hear Cards Against Humanity is pretty fun! But since you probably own that already, maybe give Muffin Time a chance.
Monikers (Library)
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Monikers is a party game based on the public domain game Celebrities, where players take turns attempting to get their teammates to guess names by describing or imitating well-known people.
In the first round, clue givers can say anything they want, except for the name itself. For the second round, clue givers can only say one word. And in the final round, clue givers can’t say anything at all: they can only use gestures and charades.
Magic Maze (Library)
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After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off?
Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.
At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!