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Party Board Games

76 products

  • Bicycle "Fyrebird" Playing Cards

    6 in stock

    £8.00

  • Save -10% Tapeworm

    Tapeworm

    6 in stock

    From designer Edmund McMillen, twist, turn and trap your oppenents in this game of intestinal tension! In Tapeworm, players race to be the first to get rid of all of their cards by connecting and growing the wriggling masses of different colored worm bodies. Gameplay is simple but strategic. A player's turn includes the drawing and laying down of matching color segments, which continues until a head is attached or you run out of that color card. Whichever player ends up with an empty hand first wins the game. There are special mechanics to propel a player forward, as well as cards intended to hinder the efforts of their opponents. These cards include: Cut, to sever a worm segment at play; Peek, to draw a card and replace it with another card from a hand; Hatch, to force an opponent to draw from the deck; Swap, to look at an opponent's hand and decide if cards should be traded; Dig, to draw a card from the deck and discard one from a hand. An astoundingly easy-to-learn game of card management for the whole family that is sure to leave you holding your sides... with laughter!

    6 in stock

    £15.00 £13.50

  • Save -10% Hollywood 1947

    Hollywood 1947

    2 in stock

    The year is 1947 and you are a member of the thriving movie-making industry of Hollywood. However, it is suspected that there are communists hiding among your small production studio slipping “un-Patriotic” messages, themes, props, and lines into your movies! Will you be able to find all the communists before your studio is shut down? Or will you be suspected yourself and banned from the industry? In the game each player will secretly be a Patriot, Communist, or Rising Star. Each round every player will have a unique Job to perform (such as the Screenwriter, Gaffer, Director, Actor, Editor, etc). These jobs will affect what kind of movie is getting made that round, what cards are in players’ hands, and who will receive special information. Players can choose to skip their jobs to instead re-roll any two of the dice in the game. At the end of each round the players with stars showing on their dice will get to add a card into the movie. The added cards will be shuffled, one will be removed, and the rest will be revealed. The team with the majority of revealed symbols (including the symbols on that round’s movie poster) wins the round! Indicate the winning team for the round by placing that team’s matching film-strip over the movie poster. The first team to win 4 rounds wins the game! The Rising Star plays both sides by trying to make the game go to 7 rounds and making the 7th round a tie. Hollywood 1947 is a social deduction game. You must never show your cards or loyalty to anyone, but you may say whatever you’d like about the cards you put into a movie, or about your true allegiance. Open discussion about which cards were added into a movie is encouraged. However, if you are a Communist or the Rising Star, lying will often help you accomplish your goals since the majority of players will be Patriots. That’s a wrap. Most players get the hang of the game after only a few minutes. So let’s go make some movies, but be careful who you trust! Hollywood 1947 is the 5th standalone game in the Dark Cities Series by Facade Games. Previous games in the series include Salem 1692, Tortuga 1667, Deadwood 1876, and Bristol 1350.

    2 in stock

    £25.00 £22.50

  • Save -10% Tortuga 1667

    Tortuga 1667

    2 in stock

    The year is 1667 and you are a pirate sailing the waters of the Caribbean. A Spanish Galleon floats nearby, and you’ve talked your crewmates into working together to steal all of its treasure. What you haven’t told your fellow pirates is that you have no intentions on sharing the treasure once you have it. Your crewmates have told you that they share your loyalty and that they’ll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you’ve seen your friends’ loaded pistols and heard their whisperings of a mutiny. You know that nobody can be trusted. Tortuga is all about the interactions you have with the other players. In some cases, such as when you and your shipmates are attacking the Spanish Galleon, you need to rely on your enemies in order to succeed. In the very next turn, however, your shipmates might stab you in the back with a mutiny in order to keep all the treasure for themselves. Since nobody holds a "hand" of cards, this game is also about knowledge and communication regarding the community Event cards. Unless you are in desperation mode, it is not wise to reveal Event cards at random. Almost half of the Event cards can hurt your team drastically. It's often in your best interest to use an action to view the cards first, or to rely on the knowledge of a trusted ally. Knowing where harmful Event cards are located allows you to force an enemy to reveal those cards and suffer the consequences. The most successful players are the ones who are able to discern who is on their team and then share vital information with them at opportune moments. Vote cards also play a key role in the game. Each Vote card has three sections - one each for Attacks, Mutinies, and Brawls. Players must put themselves in the best position to use their Vote cards, since their hand of Vote cards may not always be ideal based on their pawn location. For example, sometimes it may be worth putting in Water, causing an attack to fail, in order to save a Crossbones card for when you want to Mutiny against your captain. For 2-9 Players. 20-40 minutes. Ages 12+. Volume 2 in the Dark Cities Series by Facade Games

    2 in stock

    £25.00 £22.50

  • Save -10% BANG! The Dice Game

    BANG! The Dice Game

    8 in stock

    In the U.S. wild west, the eternal battle between the law and the outlaws keeps heating up. Suddenly, a rain of arrows darken the sky: It's an Indian attack! Are you bold enough to keep up with the Indians? Do you have the courage to challenge your fate? Can you expose and defeat the ruthless gunmen around you? BANG! The Dice Game keeps the core of the Bang! card game in place. At the start of the game, players each take a role card that secretly places them on a team: the Sheriff and deputies, outlaws, and renegades. The Sheriff and deputies need to kill the outlaws, the outlaws win by killing the Sheriff, and the renegades want to be the last players alive in the game. Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn, a player can roll the five dice up to three times, using the results of the dice to shoot neighboring players, increase the range of his shots, heal his (or anyone else's) life points, or put him in range of the Indians, which are represented by nine tokens in the center of the table. Each time a player rolls an arrow, he takes one of these tokens; when the final token is taken, each player loses one life point for each token he holds, then the tokens are returned to the center of the table. If a player collects a trio of Gatling symbols on the dice, he fires one shot at everyone else and rids himself of Indian tokens. Who'll get his shot off first? Play continues until one team meets its winning condition – and death won't necessarily keep you from winning as long as your teammates pull through!

    8 in stock

    £21.00 £18.90

  • Save -10% Scrawl

    Scrawl

    6 in stock

    Revealing the terrible artist in all of us, players in Scrawl start off with a loaded phrase, doodle it, then pass it on. By the time your masterpiece of an "OAP Conga Line" passes through your friends' weird minds and wonky pens — and makes it back to you — things will have gone horribly wrong. Points are awarded for the most disastrous doodles and godawful guesses. Most grins wins.

    6 in stock

    £25.00 £22.50

  • Save -10% Don't Get Got

    Don't Get Got

    6 in stock

    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.

    6 in stock

    £20.00 £18.00

  • Save -10% Colt Express

    Colt Express

    2 in stock

    In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases: Phase 1: Schemin' Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck. Phase 2: Stealin' The action cards are carried out in the order they were played, with a player's best laid plans possibly not panning out due to mistakes and oversights! The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Each player starts a round with six cards in hand, with each card showing one of these actions. At the start of a round, a round card is revealed, showing how many cards will be played; whether they'll be played face up or face down, or individually or in pairs; and what action will occur at the end of the round (e.g., all bandits on top of the train move to the engine). You can pick up loot, gems or suitcases only by playing a "steal" card when you're in a train car that holds one of these items — but since everyone is planning to get these goods, you'll need to move, punch and shoot to get others out of your way. You can punch someone only in the same car as you, and when you do, the other bandit drops one of the goods he's collected and is knocked into an adjacent car. Each player's character has a special power, such as starting the round with an extra card, playing your first card face down, or pocketing a bag of loot when you punch someone instead of letting it hit the ground. You can shoot someone in an adjacent car or (if you're running on top of the train) anyone in sight, and when you do, you give that player one of your six bullet cards; that card gets shuffled in the opponent's deck, possibly giving her a dead card in hand on a future turn and forcing her to draw instead of playing something. If the Marshal ends up in the same car as you, likely due to other bandits luring him through the train, he'll be happy to give you a bullet, too. At the end of the game, whoever fired the most bullets receives a $1,000 braggart bonus, and whoever bagged the richest haul wins!

    2 in stock

    £33.00 £29.70

  • Save -10% Klask - An Epic Magnetic Battle

    Klask - An Epic Magnetic Battle

    2 in stock

    The KLASK game board is shaped like a ball field with two deep holes functioning as goals in each end of the field. In the middle of the field, three white magnetic pieces serve as "obstacles" – do NOT attract them to your own gaming piece! Your gaming piece is a black magnet. You control it by holding a large magnet under the board. This magnet is connected to a small magnet placed on the field. The purpose of the game is to push the small, red ball around on the field with your magnet/gaming piece, shoot the ball past the obstacles and your opponent and into the goal hole (Klask). It’s so much fun when your opponent suddenly is covered in white obstacles or you drop your gaming piece into the goal – something which might happen if you get a little too eager! Place the game board on a table between the two players. Place the three white magnetic pieces on the white fields on the board. Put two coins in each point slot next to the "0". Each player has a black magnetic gaming piece in two parts. Place the short (thin) part on top of the board and the long (thick) part under the board in such a way, so the two parts “catch” each other. Place the ball in the corner start field. Steer it with the black gaming pieces. The youngest player starts the game. You score a point if: The ball ends in your opponent's hole and stays in the hole. Two or all of the three white magnetic pieces stick to your opponent's gaming piece. The opponent accidentally pulls their gaming piece into their own goal hole. If the opponent loses their gaming piece. Each time you get a point, you must move your coin one point forward in the point slot. The player who first reaches the KLASK field wins. During the game: If one of the white magnetic pieces sticks to a gaming piece, the game continues; if two of the white magnetic pieces stick to one gaming piece, the opponent gets one point. If the ball falls over the edges of the board, you must place the ball in the corner start field in the half from which the ball fell. If one or more white magnetic pieces fall over the edges of the board, the game continues. Each time a player scores a point, you must put the white magnetic pieces back on the white fields on the board, and the player who did not score a point places the ball in their corner start field.

    2 in stock

    £50.00 £45.00

  • Word Traveler

    Word Traveler

    3 in stock

    In Word Traveler, you and your friends are tourists who are checking out the sights of a new city. Each player has their own secret map of locations that they want to visit, and they'll need help from the other players to reach them.Taking turns playing the traveler and the locals, you all work together to visit as many of these locations as possible, ideally collecting all of the golden souvenirs that you find. You know only a few words of the local language, however, so the locals — that is, the other players — will do their best to interpret your clues to help get you where you want to go...without getting lost in translation.

    3 in stock

    £36.00

  • UNO Extreme

    UNO Extreme

    2 in stock

    UNO, America's No. 1-selling card game, has a whole new twist. You'll still encounter all the elements that make UNO so unpredictable and challenging, but add to that a motorized card launcher that shows no mercy and you've got UNO Extreme The object of the game is still to get rid of all your cards. The UNO command cards direct the game by telling players when to trade hands, discard, reverse the playing order, or skip a player. Beware the dreaded Hit command, though, as this translates into a game of Russian roulette. You never know when the card launcher is going to fire off a stream of UNO cards just for you! For 2 to 10 players. Requires three C batteries (not included).112 cards as follows:18 Blue cards: 2 each - 1 to 918 Green cards: 2 each - 1 to 918 Red cards: 2 each - 1 to 918 Yellow cards: 2 each - 1 to 98 Hit 2 cards: 2 each in blue, green, red and yellow8 Reverse cards: 2 each in blue, green, red and yellow8 Skip cards: 2 each in blue, green, red and yellow4 Discard All cards: 1 each in blue, green, red and yellow4 Trade Hands cards: 1 each in blue, green, red and yellow4 Wild cards2 Wild All-Hit cards2 Wild Hit-Fire card2010 Edition Changes: Trade Hand cards are replaced with another set of Discard All cards Wild All-Hit and Wild Hit-Fire cards are replaced with 4 Wild Attack-Attack cards

    2 in stock

    £29.70

  • Save -10% The Resistance Card Game: 3rd Edition

    The Resistance Card Game: 3rd Edition

    4 in stock

    Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the governement to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom. The Resistance artfully balances pure deduction elements with the social elements into a game that creates the adreniline filled moments of high stakes poker but in a full interactive and social event. Its not for the faint of heart, or slow of mind - but if you are quick on your feet you'll be proud of your hard fought victories. The 3rd Edition of The Resistance features the "Inquisitor Expansion", upgraded components with the same great game play. These upgrades include thick tokens for voting and tracking players on the mission. The game also includes 6 tableaus, one for each player count, with incredible illustrations.  

    4 in stock

    £25.00 £22.50

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