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Introducing "Poetry For Neanderthals - Grab & Game," the perfect blend of linguistic challenge and uproarious fun! This unique game transforms the art of poetry into a hilarious and fast-paced experience suitable for all ages. Challenge your inner wordsmith as you try to convey complex phrases and rhymes using only single-syllable words. But here's the catch - you're not allowed to use any multisyllabic words! It's a brain-bending, laughter-inducing race against the clock that will have you channelling your inner Neanderthal poet. The game includes a set of cleverly crafted cards featuring a variety of words, ensuring every round is a new and exciting linguistic adventure. Gather your friends and family, sharpen your linguistic instincts, and get ready to unleash your primal creativity! "Poetry For Neanderthals - Grab & Game" is the ultimate icebreaker for parties, game nights, or any gathering where laughter and language collide. Unleash the poet within and have a blast with this wildly entertaining and delightfully challenging game!
£10.00
MANTIS: Grab & Game has a reduced deck size (7 colours reduced to 6) and the number of players is reduced from 6 to 4. MANTIS has only two rules: Steal or Score your way to victory. Collect matching cards by stealing or scoring until the winner has 10 cards in their score pile. With the simplicity of UNO and depth of Gin Rummy, Mantis is designed for both kids and adults. But adults should be warned that kids will often beat them at this game.
£10.00
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player. On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved. In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank. What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board. Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.) When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.
£23.00 £20.70
Zombie Kittens is still the highly strategic, kitty-powered version of Russian Roulette that you love, but it introduces a brand new deck of cards so that your game doesn’t end just because you blow up. Only living players can win the game, but dead players now get to keep the cards in their hands when they explode. They also get to play certain cards to torment the living players. And they can even come back from the dead to win the game. Zombie Kittens can be played by itself or can be combined with Exploding Kittens.
£20.00 £18.00
Monikers is a party game based on the public domain game Celebrity, 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.
£30.00 £27.00
This expansion add 8 new Royal cards and a daring new twist: the Counterfeiters — 4 paste gem tokens and 15 cards that bring deeper asymmetry and reshape all strategies. This tiny expansion fits seamlessly into the base game box — because once you've played it, there's no going back.Are you ready to play by your own rules?
£11.99 £10.80
Skull King is a trick-taking game similar to Oh Hell!, Wizard, Euchre and Spades, with players needing to state how many tricks they think they'll win each round. A unique element of this game is that bidding takes place simultaneously, leading to rounds that are sometimes over, or under-bid. As players must win the exact number of tricks that they bid to earn points, winning too many tricks is just as bad as winning too few and this leads to intense competition where losing a trick can be as exciting as winning one.Skull King uses a 66-card deck that consists of five Escape cards, four suits numbered 1-13, five Pirate cards, 1 Tigress card, and 1 Skull King card. The game lasts ten rounds, and in each round, each player is dealt as many cards as the number of the round. All players simultaneously bid on the number of tricks they think they'll take by holding out a fist and on the count of three revealing a certain number of fingers (or possibly a closed fist for a bid of zero tricks).Standard rules apply for the playing of cards, with one player leading off a card and other players following suit, if possible, and playing something else if not; however, a player may always choose to play one of the special, unnumbered cards — and the power of those cards might let you win a trick that otherwise would have gotten away. In more detail, the black Jolly Roger suit trumps the other three suits, a Mermaid trumps all numbered cards, a Pirate trumps the Mermaid, and the Skull King trumps everything — except if he appears in the same trick with a Mermaid, in which case she captures him and wins instead. An Escape card loses to any other card, and the Tigress card serves as either a pirate or escape card as desired by the player. Whoever wins a trick leads in the next trick.If a player makes their bid exactly, they score 20 points per trick; if they collect more or fewer tricks, they lose 10 points per trick they are off. If a player makes a bid of zero tricks, they win points equal to ten times the current round number — but if they take even a single trick, they lose this many points instead. If a player catches pirates with the Skull King, or the King with a mermaid, they score bonus points. Whoever has the most points after ten rounds wins.
£17.00 £15.30
Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.On their turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, they have the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a colour group, they may then build houses and hotels on these spaces, generating even more income from opponents who land there. If they land on a property owned by another player, they must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail. The goal of the game is to be the last player remaining with any money.
£22.00 £19.80
You are a marine researcher seeking to find and observe an array of aquatic life in the colorful Sunlight Zone, ghostly Twilight Zone, and pitch-black Midnight Zone of the world's seas and oceans. In Finspan, the fish you discover over four weeks will generate a series of benefits as you dive deeper into the ocean.Each dive site specializes in a key aspect of expanding your research: Grow your collection of fish. Discover freshly laid eggs. Hatch eggs into young and consolidate young to form schools.The winner is the player with the most points gained from fish, eggs, young, schools, and achievements.—description from the publisher
£45.00 £40.50
Castle Combo is a tableau-building game that combines simplicity with deep, engaging gameplay, offering highly satisfying experiences.Each player will spend coins to draft 9 cards from 2 open markets on the table (the lower and upper city), creating along the game a 3x3 square of people interacting with each other to trigger instant effects and end-of-game bonuses.Each turn, you add a character to your tableau — a seemingly straightforward action that packs a punch regarding strategic decisions. You'll need to carefully manage your Keys to influence the Messenger pawn at critical moments, as it controls which characters are available for recruitment from two different areas – peasants and nobles.Balancing your Gold reserves is equally important, ensuring you can afford the characters that best suit your strategy throughout the game. Selecting the right characters is crucial to maximising their immediate effects and the points they will contribute at the game's end. Finally, carefully arranging these characters on your 3x3 board is key to unlocking their full potential.After everyone has played 9 turns (i.e., everyone has 9 characters in front of them), the player with the most points in their tableau wins the game.
£20.00 £18.00
Tired of seeing Bandido always escaping? Beware, a new gangsta’s coming to town...Which side will you choose this time: will you play cop and try to prevent Bandida from running away, or join the wild side and help her? In this new Pocket game, you will find all the things you loved about Bandido and more. Three different ways of playing and cooperating all together bring even more fun.
£12.00 £10.80
Cat Fluxx is the purr-fectly chaotic card game for cat lovers everywhere!This feline-themed version of the classic Fluxx game features nine adorable Cats and their Human, with plenty of whiskered antics. Your cats will bask in Sunbeams, chase Balls of Yarn, and squeeze into Cardboard Boxes—but beware the Empty Food Bowl and dreaded Vacuum Cleaner! With ever-changing rules and endless replayability, Cat Fluxx is the ideal pick for casual game nights full of laughter, mischief, and meows. A cat-themed twist on the classic Fluxx card game Rules change as you play – every game is different Includes 9 unique cats and their human Features funny cards like the Vacuum Cleaner and Food Bowl Great for fans of humor, chaos, and cuddly cats
£19.99 £18.00
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