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2010 Spiel des Jahres WinnerOne player is the storyteller for the turn and looks at the images on the 6 cards in her hand. From one of these, she makes up a sentence and says it out loud (without showing the card to the other players).Each other player selects the card in their hands which best matches the sentence and gives the selected card to the storyteller, without showing it to the others.The storyteller shuffles her card with all the received cards. All pictures are shown face up and every player has to bet upon which picture was the storyteller's.If nobody or everybody finds the correct card, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer score 3. Players score 1 point for every vote for their own card.The game ends when the deck is empty or if a player scores 30 points. In either case, the player with the most points wins the game.The base game and all expansions have 84 cards each.
£29.99 £27.00
There’s gold in the Black Hills of South Dakota, and you’ve come to find (or steal) your share. You’re staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the “friends” you’re working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back?In Deadwood 1876, you use cards from your hand to try to win Safes from other players. Safes contain Badges, Gold, or Showdown Guns. Near the end of the game, players with Badges get extra turns. After the final turn, the team with the most Gold will advance to the Final Showdown. There, teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner!The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team, they’ll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards, their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn’t seem to be pulling their weight, they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold, or attack, mislead, frame, abandon, or banish your own teammates.Deadwood 1876, volume 3 in the "Dark Cities" series from Facade Games, can have 2-9 players. Learn in 20 minutes, play in 20-40 minutes.—description from the publisher
£24.99 £22.50
Town-country-river game meets Uno.Players race to empty their hands. In turns, players attempt to play a card by giving a word starting with the letter on one of their hand cards matching the Crack List category.The most difficult letters include some "take that" cards, and multiple Crack List cards are used during a single game, changing the categories of words to guess.
£20.00 £18.00
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.
£19.99 £18.00
In Cobra Paw, players take turns rolling the dice — which feature six unique symbols — then race to grab the tile with the matching pattern before anyone else. Whoever grabs six tiles first wins!
£14.99 £13.50
£8.00
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!
£15.00 £13.50
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.
£25.00 £22.50
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
£25.00 £22.50
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!
£21.00 £18.90
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.
£25.00 £22.50
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.
£20.00 £18.00
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