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Flip over cards one by one without flipping the same number twice.Sound easy? Think again! This isn't just any deck of cards… In Flip 7 there's only one 1 card, two 2's, three 3’s, etc plus a bunch of special cards that can score you extra points, give you a second chance, or freeze you or your opponents in your tracks.Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game that's sure to be the greatest card game you’ve ever played!—description from the publisher
£10.00
Colour may vary
£4.00
Taco Cat Goat Cheese Pizza is filled to the brim with hand-slapping mayhem! As in Snap and Dobble, each player places a card from their hand face up into a community pile while saying taco/cat/goat/cheese/pizza in player sequence. When the card matches the mantra — boom! — everyone slaps their hand on the deck, with the last one to slap picking up the cards. Whoever rids themselves of cards first wins!For extra fun, special action cards – the gorilla, narwhal, and groundhog — force players to make certain gestures before racing to slap the deck!
£12.00 £10.80
Sosig is a quick, family friendly, highly interactive tile-placement game.Sosig arrives as a pocket sized family friendly option to the Joking Hazard roster, focusing on competitively creating the ideal Sosig to defeat the other players.In Sosig, players will draft sosig piece tiles and add them to their board in order to build various sosigs that meet order requirements and gain them points, you can also gain extra points by winning the award tile at the end too. players will attempt to fullfill orders, mess up opponents sosigs and try to arrange the most points on their board as well, avoiding incomplete sosigs so as not to gain negative points. once the last card in one of the decks is played the game is over and the player with the most points wins!
£8.00 £7.20
Now in travel size!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.
£10.00
The Mind is more than just a game. It's an experiment, a journey, a team experience in which you can't exchange information, yet will become one to defeat all the levels of the game.In more detail, the deck contains cards numbered 1-100, and during the game you try to complete 12, 10, or 8 levels of play with 2, 3, or 4 players. In a level, each player receives a hand of cards equal to the number of the level: one card in level 1, two cards in level 2, etc. Collectively you must play these cards into the center of the table on a single discard pile in ascending order but you cannot communicate with one another in any way as to which cards you hold. You simply stare into one another's eyes, and when you feel the time is right, you play your lowest card. If no one holds a card lower than what you played, great, the game continues! If someone did, all players discard face up all cards lower than what you played, and you lose one life.You start the game with a number of lives equal to the number of players. Lose all your lives, and you lose the game. You start with one shuriken as well, and if everyone wants to use a shuriken, each player discards their lowest card face up, giving everyone information and getting you closer to completing the level. As you complete levels, you might receive a reward of a shuriken or an extra life. Complete all the levels, and you win!For an extra challenge, play The Mind in extreme mode with all played cards going onto the stack face down. You don't look at the cards played until the end of a level, losing lives at that time for cards played out of order.
£11.99 £10.80
Cockroach Poker is a reverse set collection game that has nothing to do with poker – except that the game is all about bluffing, with cards that show cockroaches, rats and stink bugs. The goal is to force another player to collect 4 of any one type of critter.The deck includes 64 cards, with eight copies of eight types of critters. To set up the game, shuffle the deck and deal the cards out to players.On a turn, a player takes one card from his hand, lays it face down on the table, slides it to a player of his choice, and declares a type of critter, e.g., "Stink bug". The player receiving the card either Accepts the card, says either "true" or "false", then reveals the card. If this player is wrong in her claim, she keeps the card on the table in front of her face up; if she is right, the player who gave her the card places it face up before him. Peeks at the card, then passes it face down to another player, either saying the original type of critter or saying a new type. This new player again has the choice of accepting the card or passing it, unless the card has already been seen by all other players in which case the player must take the first option.Whoever lost a challenge and had to place the card before him on the table begins the next round.The game ends when a player has no cards to pass on his turn or when a player has four cards of the same critter on the table in front of him. In either case, this player loses and everyone else wins.
£10.99 £9.90
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.The Start Card and the three Goal Cards are placed onto the table, each seven cards away from the start and one card between each Goal Card. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.Players have cards in hand. On a player's turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass.The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.Once a player places a Path Card that reaches the gold, the round is over. The miners have won and receive cards with gold pieces as their reward.The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner.
£10.00
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.Codenames: Win or lose, it's fun to figure out the clues.
£19.99 £18.00
Flip 7 is back - With a Vengeance! All of the fun of the original game, plus new player interactions and special take-that cards! Flip over cards one by one without flipping the same number twice. Sound easy? Think again! This isn't just any deck of cards… In Flip 7: With A Vengeance, there's only one 1 card, two 2's, three 3’s, etc., plus a bunch of special cards that can cut your points in half, steal any card, or force an opponent to draw four cards! Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game where no one is ever really safe. The hard-boiled sequel to the award-winning, instant classic, Flip 7.
£12.00
Sounds Fishy isn't about always knowing the right answer — it's about being able to spot the fake ones. It's like a mix between The Chameleon and Balderdash.Sounds Fishy is the party game full of strange questions and even stranger answers.Pick up points by eliminating the fake answers that have been invented by the other players — but be careful! One of them has given you the real answer. Accidentally choose it and you’ll lose all your points and your turn.Think you can tell which answers sound fishy? You’ll need to think on your feet, get creative and push your luck to win the game where everyone has an answer for you.
£10.00
The fun mint-tin sized dexterity game gamers and non-gamers will love!Tinderblox sets players in a campfire setting, where each player will attempt to grow the fire! But watch out! Place the blocks badly and you risk burning down the camp!Each turn players will draw a card from the campfire deck. The card will instruct them to place on the campfire a log, a fire block or any combination of the two (or more) in various orientations. Players use tweezers to "Play with fire" in a shared pool, however, once all pieces have been put together and are off the ground the player must carefully place this on the campfire!The player who is the most careful with fire wins!—description from the publisher
£11.99 £10.80
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