Escape the Horde (Library)
Escape the Horde (Library) $0.00
In this fast—paced card game two Factions (Survivors and Infected) fight for supremacy in the Wastelands. Survivors must work together to outrun Patient Zero and their horde of zombies, using weapons, cunning and strategy. Patient Zero and the Infected attack relentlessly trying to infect and Turn all Survivors.Survivors win when the last card has been drawn from the Stack and they have not been Turned, or if they survive the Countdown Clock. Patient Zero and Infected Survivors win when they infect and Turn all Survivors. What makes our game so much fun is that all players stay in the game right to the very end — some still as Survivors, others as Infected.
Dune: Betrayal (Library)
Dune: Betrayal (Library) $0.00
In the social deduction game Dune: Betrayal, players take on the identity of one of the iconic characters of Dune, each representing a distinct role within the factions vying for control amid the sands of Dune. Your goal is to learn the identities of your foes while protecting your nobles, forming alliances, and utilizing tools to gain knowledge, and therefore power. Pay close attention to determine your allies and enemies, then defend your allies and attack your foes to secure victory.
Dracula's Feast: New Blood (Library)
Dracula's Feast: New Blood (Library) $0.00
Dracula’s Feast: New Blood is a 4-8 player logical deduction game by Peter C. Hayward and Tom Lang, with art by Michael Dashow. Dracula invited the townsfolk over for dinner (and maybe a few for dessert), but – what a pain in the neck – a mash of monsters have crashed the party looking for a bite. Now, everything is at stake…Each turn, either:     INQUIRE another guest; they will respond with a YES or a NO card, and must be honest.    Ask another player to DANCE; if they agree, look at each other's cards! If they refuse, INQUIRE another player.    ACCUSE! Place an Accusation Card in front of every other player - they'll return a YES if you're correct, and a NO if you're not. If you get all YES cards in response, you win the game!
Don't Get Got! (Library)
Don't Get Got! (Library) $0.00
Don't Get Got! is a party game in which each player receives six secret missions. The first player to complete three of these missions wins. You don't sit at a table to complete missions, though. This game is designed to run in the background of whatever else you have going on, which means you can play it anywhere — at home, on holiday, in the office, or yes, at a party. Mission examples include getting a player to compliment your hair, hiding this card in a jar and getting another player to open it for you;, and making up a word and getting a player to ask what it means.
Doctor Who DVD Board Game (Library)
Doctor Who DVD Board Game... $0.00
Doctor Who Trivia Game with DVD similar to Scene It series of games. Product Contains : 1 X DVD 1 X Doctor Who Game Board 4 X Tardis Playing Pieces 1 X Numbered Die 1 X Challenge Die 88 X Question Cards 12 X Time Travel Cards Game Rules Age 8+ 2+ Players or Teams Test Your Knowledge Against Your Companions And Save The Earth From Destructions Select Easy, Medium or Hard Questions to Play The Game. Gameplay: Players roll die and move pieces on board, then answer questions from cards (easy, medium or hard difficulty) with aid of DVD included with game. Player who gets to end of track first, by answering the most questions correctly wins. From Amazon: Journey through space and time Doctor Who 50th Anniversary DVD board game. Experience all the action with clips from the epic Dr Who TV Series! Journey through space and time with all 11 doctors and companions and confront the most fearsome monsters. For 2+ players or teams. Age suitability: 8 and up
Dixit: Odyssey (Library)
Dixit: Odyssey (Library) $0.00
Dixit Odyssey is both a standalone game and an expansion (Dixit: Odyssey (expansion)) for Jean-Louis Roubira's Dixit, which won Germany's Spiel des Jahres award in 2010. Game play in Dixit Odyssey matches that of Dixit: Each turn one player is the storyteller. This player secretly chooses one card in his hand, then gives a word or sentence to describe this card—but not too obviously. Each other player chooses a card in hand that matches this word/sentence and gives it to the storyteller. The storyteller then lays out the cards, and all other players vote on which card belongs to the storyteller. If no one or everyone guesses the storyteller's card, the storyteller receives no points and all players receive two; otherwise the storyteller and the correct guesser(s) each receive three points. Players score one point for each vote their image receives. Players refill their hands, and the next player becomes the storyteller. When the deck runs out, the player with the most points wins. Dixit Odyssey contains 84 new cards, each with a unique image drawn by Pierô and colored by Marie Cardouat, artist of Dixit and Dixit 2. The stand alone version also includes a folding game board, 6 new rabbit scoring tokens (12 total), and a box large enough to hold all the Dixit cards released to date. The stand alone version of Dixit Odyssey includes enough components for up to twelve players and also has variant rules for team play and for new ways to play with the cards.
Disturbed Friends (Library)
Disturbed Friends (Library) $0.00
Disturbed Friends is an adult party game designed to find out how disturbed your friends are, but, more importantly, how disturbed they think you are. You will be faced with horrible situations, sexual scenarios and unethical debates that may cause you to re-evaluate your friendships. Each player receives a Set of Voting cards. On your turn, you pick a Question Card and read it out loud. Your friends simply vote on which answer they believe you will choose and place their vote face down. Once all players have voted, you indicate your answer. Each player turns over their card revealing the answer they think you chose. Players that predicted your answer correctly receive a #winning Card. The first player to get 10 #winning cards wins!
Detective Club (Library)
Detective Club (Library) $0.00
Detective Club is a board game for players who enjoy party games, 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!
Decrypto (Library)
Decrypto (Library) $0.00
Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team. In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure. Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.) The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
Deception: Murder in Hong Kong (Library)
Deception: Murder in Hong Kong... $0.00
Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players that plays in about 20 minutes. In the game, players take on the roles of investigators attempting to solve a murder case – but there's a twist. The killer is one of the investigators! Each player's role and team are randomly assigned at the start of play and include the unique roles of Forensic Scientist, Witness, Investigator, Murderer, and Accomplice. While the Investigators attempt to deduce the truth, the murderer's team must deceive and mislead. This is a battle of wits! The Forensic Scientist has the solution but can express the clues only using special scene tiles while the investigators (and the murderer) attempt to interpret the evidence. In order to succeed, the investigators must not only deduce the truth from the clues of the Forensic Scientist, they must also see through the misdirection being injected into the equation by the Murderer and Accomplice! Find out who among you can cut through deception to find the truth and who is capable of getting away with murder! Roles Forensic Scientist x1As the game master, the Forensic Scientist holds the solution to the crime. They are responsible for assisting the Investigators in identifying the “Key Evidence” and “Means of Murder.” When an Investigator does that successfully, the crime is solved and the Forensic Scientist and the Investigators win the game. During the game, the Forensic Scientist is NOT allowed to hint to the solution with words, gestures, or eyes. Murderer x1When the crime takes place, the Murderer chooses 1 Clue card and 1 Means card as the solution to the crime. These will be the “Key Evidence” and “Means of Murder” respectively. The Murderer tries to hide their role and look for a scapegoat. Even if they are identified, the Murderer still wins the game if no one correctly identifies both the “Key Evidence” and the “Means of Murder”. Investigators x8To solve the crime, the Investigators must analyze the hints given by the Forensic Scientist. As long as one of the Investigators correctly identifies both the “Key Evidence” and “Means of Murder,” the Murderer is arrested and the Investigators win the game (as does the Forensic Scientist). Bear in mind that the Murderer (and sometimes Accomplice) is among the Investigators! The innocent Investigators must make a vigorous effort to defend themselves from false accusation. Accomplice x1The Accomplice is an optional role for games with six or more players. The Accomplice knows who the Murderer is, as well as the solution to the crime. The Accomplice and Murderer both win if the Murderer gets away with his crime. Witness x1The Witness is an optional role when playing with six or more players.* The Witness is an Investigator who has witnessed the culprits leaving the crime scene. They have no way of knowing which is the Murderer and which is the Accomplice and they do not know how the crime was committed. If the Murderer is arrested but can identify the Witness, the Witness is considered to be killed, allowing the Murderer and the Accomplice to get away with murder and win the game.
DC Spyfall (Library)
DC Spyfall (Library) $0.00
  Based on the social party game Spyfall, DC Spyfall is 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 — one of twenty unique DC locations, including Arkham Asylum, the Daily Planet, the Hall of Justice, and S.T.A.R. Labs — except for one player who receives the Joker card instead. The Joker doesn't know where he is, but if he can figure out his location before his cover is blown, he wins the round! DC Spyfall includes a few twists on the Spyfall formula. Since Harley Quinn usually follows wherever the Joker goes, each round, one player may receive a location card with a Harley image; if they do, they try to feed the Joker player information about the location, even if they don't know that player’s identity! If the Joker player guesses the location, the two collaborators each score points — unless the superheroes can turn the tables on them and determine who Harley is. The game includes two multiverse decks that contain eight different locations instead of only one, so players will be confused with some of the questions and answers. Keep in mind that no one at the table knows whether or not they are playing with a multiverse deck. An all-Joker deck gives each player a Joker card, which means that all questions and answers will be based on nothing more than whatever players collectively believe. As with the multiverse decks, you won't know you're playing with this deck until someone figures it out. Super power cards can give a player an ability for a round, such as being able to dodge a question, or require a player to modify their behavior; for example, Super Speed forces a player to answer a question in three words or less.
Daring Contest (Library)
Daring Contest (Library) $0.00
A party game for best friends who do stupid sh*t together. Some say best friends are the people you can always trust... we don’t. This game will NOT require you to go outside, physically harm yourself, or be funny (the cards will do that for you.) This game MAY require you to interact with other humans, make horrifying noises not yet known to man, do the dishes (because that's one of the dares.)  
Concept (Library)
Concept (Library) $0.00
In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess "milk", for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for "food/drink" and "white". For a more complicated concept, such as "Leonardo DiCaprio", the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.
Codenames: The Simpsons (Library)
Codenames: The Simpsons (Library) $0.00
Codenames: The Simpsons combines the hit social word game Codenames, while featuring characters and locations from thirty years of The Simpsons. In Codenames, two teams — Team Homer and Team Bart — compete to see who can guess all of their "field agents" (identified by either a word or picture) correctly first — but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team — and everyone wants to avoid the assassin.
Codenames: Pictures (Library)
Codenames: Pictures (Library) $0.00
What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.