The world’s best-selling wild west card game is back in a new, richer format. Easier to learn and play than ever before!
When a man with a pistol meets a man with a Winchester, you might say that the one with the pistol is a dead man... unless his pistol is a Volcanic!
In the wild west, the Outlaws hunt the Sheriff, the Sheriff hunts the Outlaws, and the Renegade plots in secret, ready to join one side or the other.
Before long, bullets start to fly!Which gunmen are Deputies, ready to sacrifice themselves for the Sheriff? And which are the merciless Outlaws, looking to gun him down?
In Crossfire, players will use deduction, negotiation, and the limited information at their disposal to determine who the VIP is. The agents have been tasked with defending the VIP from hostile attacks, while the Assassins try to ensure that the VIP doesn’t make it to their destination. To complicate things further, Bystanders are also present near the VIP, making it even harder for Agents and Assassins to know who the real threats are.
Welcome to Death Over the Kingdom, a fantasy world where Death lurks in every corner. A fantastic game with two di erent modes, in which you’ll have to play your characters the best you can to get away unharmed and destroy your enemies.
"You're looking well, darling. One lump or two?"
It's the most sought-after invitation of the year: Dinoton Abbey for high tea. Now you're all gussied up in your finery and ready for some tea and chit-chat. One problem: You can't remember anyone's name. Who's that, sporting the fancy brooch with her pet chicken? Is that Jeannine? Beatriz? Oh, dear. If you're not careful, you'll commit a faux pas everyone will be gossiping about.
Dinosaur Tea Party is a game of pure deduction for 2-5 homo sapiens. Each player takes a card corresponding to one of the dino guests. Players take turns asking each other questions or guessing their dinosaur's name. If someone guesses your name, draw a new card. The first player to guess three names wins.
This is a card game for people who are into kittens and explosions and laser beams and sometimes goats.
Exploding Kittens is a highly strategic kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
Play with up to 10 players and new cards!
Select cards from Exploding Kittens, Imploding Kittens and the Exploding Kittens App
All new cards backs with white border to prevent chipping
A new mechanism for balancing the game to the number of players in your party
The box plays party music when opened - take a listen below
In space, no one can hear you fling poo!
Space Poo is a fast-paced game where players take on the role of monkeys on a space station in the middle of a poo fight. Your goal is to be the last monkey standing, who is also the cleanest one. Each turn, each player gets to draw and play a card, usually to either fling poo or clean himself off. Out of turn, players have the opportunity to play cards to foil other players' poo flinging. If you get covered in too much poo, you're out of the game and the last monkey standing wins. But watch out! Things can go wrong on the station and they spell disaster if you don’t deal with them.
Ultimate Werewolf is an interactive game of deduction for two teams: villagers and werewolves. The villagers don't know who the werewolves are, and the werewolves are trying to remain undiscovered while they slowly eliminate the villagers one at a time. A moderator (who isn't on a team) runs the game. The game takes place over a series of days and nights. Each day, the players discuss who among them is a werewolf and vote out a player. Each night, the werewolves choose a player to eliminate, while the Seer learns if one player is a werewolf or not. The game is over when either all the villagers or all the werewolves are eliminated.
Ultimate Werewolf Legacy uses gameplay similar to Ultimate Werewolf, but you no longer have single standalone games as players and the village itself have attributes that are retained between games, with events that take place in the first games having effects that ripple through remaining games. Make a bad decision early on, and it can haunt the village for years to come! Players can earn titles, which provides them with special abilities in future games, regardless of their role. Players are each given a public family card in addition to their secret role card, and they team up with the other members of their family to work together...unless one or more of their family members is secretly working against them.
As for the village, there are multiple paths that the game may take, and as a result the experience you have playing through the entire game will differ from someone else who is playing with another set of people. This also allows players to play through the campaign multiple times, with a different set of roles, rules, and environments each time.
At the center of Ultimate Werewolf Legacy is an oversized, 80+ page diary, that walks the game moderator through every session. The diary has been designed so that players with no previous Werewolf playing experience can both play and moderate. The diary is structured into five distinct chapters with three game sessions in each chapter, as well as an introductory preface game session. Players can jump in and out for individual sessions, but ideally they'll play all the sessions in a chapter. Each chapter can be played in a single evening. At the end of the sixteen-game session campaign, the diary will be a record of exactly what happened in your village, and who was ultimately responsible for what it became over time.
Replay packs that contain a new diary and an additional set of family cards will be sold separately, allowing players to play through the entire campaign again
As an architect in Welcome To..., you want to build the best new town in the United States of the 1950s by adding resources to a pool, hiring employees, and more.
Welcome To... plays like a roll-and-write dice game in which you mark results on a score-sheet...but without dice. Instead you flip cards from three piles to make three different action sets with both a house number and a corresponding action from which everyone chooses one. You use the number to fill in a house on your street in numerical order. Then you take the action to increase the point value of estates you build or score points at the end for building parks and pools. Players also have the option of taking actions to alter or duplicate their house numbers. And everyone is racing to be the first to complete public goals. There's lots to do and many paths to becoming the best suburban architect in Welcome To...!
Because of the communal actions, game play is simultaneous and thus supports large groups of players. With many varying strategies and completely randomized action sets, no two games will feel the same!