Card Games

 

Queen's Necklace

Paris, on the eve of the French Revolution...

From the slums, where purse-snatchers and courtesans work their respective trades, to the inner salons of the Louvre, where confessors, royal astrologers, musketeers and court favorites mingle and scheme in hushed conversations - the position of King's jeweler has suddenly become a lot more dangerous!

Queen's Necklace is a game of gem-selling, influence and intrigue at the Court. Two to four players compete in the role of Royal Jeweler to sell rare jewels to the Queen and her court.

Jeweler's loupe in hand, you must decide how best to spend your hard-earned ducats: on the acquisition of beautiful gems - diamonds, emeralds, and rubies; or to buy the favors of the various court followers. After three years of craftsmanship, the jeweler who sells the most precious gems and builds the largest fortune will receive the coveted title of King's Jeweler and a place at the Court!

$24.95

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Long Live the King

The King is dead…Finally!

Long Live the King is a dynamic game that marries the diabolical treachery and scheming of the best strategic board and card games with the pomp and circumstance of the most elaborate live-action games. In the role of an ailing king, the gamemaster participates in the roleplaying while moderating the rules.

Up to seven other major players, including a young queen, a haughty archbishop and a wily ambassador, vie to place themselves in positions to rule the kingdom when the king finally keels over. Dozens of minor roles allow the game to be as large and elaborate as you desire. Or just keep it small… and cut-throat.

General Info:

• Think How to Host a Murder meets Diplomacy.

• Limitless replay value as there’s no one “murder” that’s solved. Players will want to apply their fuller knowledge of the game to besting their rivals next time!

This box includes:

32-page rulebook, portfolios for the seven major characters, coins of the realm, and 200 cards divided into six different types to cover many aspects of strategic play.

$24.99

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Set

Shout SET and everyone checks to see if you have discovered the three cards that form a SET from the twelve laid face up on the table.  You are now one point ahead, and the dealer lays out three more cards. The search starts again.  There are no turns, so you don't wait to pick up the action. Age is no advantage in this game, so try this on your parents! Winner of 12
Best Game Awards. Ages 6 and up.

$13.00

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Five Crowns

Five Crowns is a card game for the whole family. It has original game play, but uses skills that you have obtained from playing your old favorites like hearts, spades and rummy. Because Five Crowns has five Royal Families -- the Stars, the Clubs, the Hearts, the Spades and the Diamonds -- yes, five suits in the old usage, it allows a more equal chance of making a book or a run, effectively giving each player more possibilities to readjust their hand so as to go out. The play starts with 3 cards and threes are wild; next hand has 4 cards and fours are wild....working up to the last hand when Kings are wild. Each of the royal families is portrayed in original art and has its own colors. Five Crowns is a fast paced, ingenious new game in eleven rounds. Ages 8 & up. 2-7 Players.

Five Crowns - the game isn't over until the kings go wild

$13.00

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Family Business

Experience the excitement and mayhem of the Gangster age!

Be the boss in this quick-paced card game of survival on the streets. Family Business pit mobsters against each other, working to be the last family standing!
One-by-one your gang members are placed on the hit list.

Have you the influence to save them ? Will they "Take it on the Lam", seek "Police Protection", or pehaps up the ante with a "Double Contract" ?

In fast and furious Family Business, the goal is survival!

What's in the cards for your gang?

  • Ages 8+
  • For 2-6 players
  • Made and printed in the United States of America.

Sporting a new low price and a new card!

$10.00

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Play Nine

Play Nine is the new card game of golf designed for 2 - 6 players, ages 8 to adult. The object is to shoot the lowest score. After nine holes, the lowest score wins. Card values range from -5 (hole-in-one) to 12 (out of bounds). Golfers and non-golfers alike enjoy Play Nine. The combination of strategy and luck-of-the-draw keeps the fun and challenge alive down to the last hole. Play Nine, the card game of golf, is easy to learn and fun to play so - Let's Play Nine!

$14.99

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Sleuth

Sleuth is the fascinating detective game in which players call upon their powers of deduction and logic to discover the identity of the missing gem. Through strategic questioning, each player gathers his bits of information, then skillfully welds them together to form the clues which will provide the solution to the mystery. Clever question and skillful deductions, combined with some plain old-fashioned luck, will make Sleuth an absorbing game for 3 to 7 players.

Out of print for two decades, this classic Sackson design is now available with all new artwork and in multiple languages.

Designer: Sid Sackson

$16.95

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Graverobbers

Extra! Extra! Bodies missing from cemeteries again! Police baffled!”
Nunhead...Brompton...Highgatc.... the dead rest in peace in the cemeteries of 1882 London. But not for long.

The doctors and scientists of England have found they need bodies for their research and the living are not fond of donating organs or limbs, but dead men tell no tales. In a battle of wits, the scientists and their lackeys are matched against the finest law enforcement officials in the world, the steadfast bobbies of the London police department and the detectives of Scotland Yard. But where do the everyday men and women of London fit in? Should they help the cause of science and conceal the robberies? Or should they tell the police of the heinous crimes befouling London’s elegant and serene cemeteries?

Players are trying to save (or destroy) graves in 1880s London cemeteries. Players have secret objectives--playing cards makes the objectives more attainable, BUT--you score points based on cards still in hand when the game is done (so the more you play, the less you score). Worse still, half the cards help, the other half hurt your scoring--but to ditch the bad cards, you have to play them...and potentially hurt your chances of winning in the first place!! Very tricky.

  • 3-6 Players
  • 25-40 Minutes
  • Ages 10+
  • Game by: Carlo A. Rossi

$21.99

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Nuclear War: Weapons of Mass Destruction

A 55 card stand-alone game (or expansion for Nuclear War), WMD brings the all the fun of the cold war into the 21st Century!

$19.95

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Creatures and Cultists

The legendary Furiously Fuggly card game is back! Pit your Cthulhu cult against the competition in a bloodthirsty battle of guns, spells, monsters, and the fearsome Big Honkin' Truck. Blast away at the enemy cultists, torment them with sinister magics, or summon monsters to do your bidding—even Great Cthulhu himself. When the stars come right, you can prove who is the most nefarious cult of all.

Designed by Jeff Barber and John Tynes, CREATURES & CULTISTS has been out of print for years. Its fame as one of the gooniest, most squamous and batrachian beer-and-pretzels card games ever produced has only grown while it was not dead but dreaming. Now we're bringing it back better than ever with art by John Kovalic!

Creatures and Cultists is a 128 card deck suitable for 3-5 players. For the new edition, the cards are now high-quality with new art, with six-sided dice included.

$16.95

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Wizard's Gambit

Wizard’s Gambit is a non-collectible card game for 2 to 5 players, ages 8 and up.

In Wizard’s Gambit players compete for Spells in a common Spell Pool – contending to gain the powerful advantage each Spell gives, as well as the Spell points needed to win the game.

Spells are claimed by calculated play of Magical Components on each player’s turn – but it’s not as simple as that - only the final Magical Component played, claims the Spell.

Once added to their Spell Book, a player may immediately apply the effects of the Spell if applicable, giving him more power to vanquish their competitors. Each Spell has a point value, which adds up cumulatively to represent their Spell Book’s score.

To aid them in the contest, players can also cast Incantations – influential actions that further alter the course of play, helping both to claim Spells and vanquish opponents. Several Incantations have special effects that can provide game winning combos for players that have the right bit of luck and a good mind for strategy!

The ultimate option for players is to invoke the highest power – the Gambit, a card which can be used to secure a player’s claim on a Spell or thwart opponents by canceling their Spell Book powers. But watch out! Other players can use their Gambits to stop you – and ruin your strategic power play!

The first player to reach a Spell point total of ten (10) points wins the game and is proclaimed Grand Siege Magus!

$19.99

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Vampire: Dark Influences

There is a World of Darkness much like our own. Hidden from humanity by a veil of deceit, the vampires of this world play games of intrigue, politics and betrayal. You are one of those vampires, called Kindred. Your Prince among the undead has declared that he will go into torpor, the rest of ages, and will choose a successor before he passes. The vampire who wins the support of the most allies before dawn will be declared the new Prince.

Vampire: Dark Influences is a game for two to five devious players who forge bonds, win favors and break vows to reign supreme over the night.

This game includes:

  • 5 different clans of vampires, one for each player
  • 25 Kindred Cards, whose favor is won to claim the throne
  • 30 Event Cards to attack, deceive and stymie opponents
  • Blood tokens for each clan
  • One 10-sided die.

$14.99

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Mwahahaha!

World Domination Shall Be Mine!

"Surely, Doctor, you don't expect the most powerful nation in the world to turn over control of its nuclear reactors to you? That's madness!" The bureaucrat stood with his back to an assembly of statesmen, his eyes imploring across the satellite feed on which his image was projected.

A short, bald, gnarled figure watched the politician on a large television monitor. The room in which he stood was dark, save for a single spotlight. Beyond the thick steel walls of the little man's chamber, stars and planets whirled about the lunar outpost from which his image was broadcast back to Earth.

The outcast innovator stroked his chin and smiled a yellow grin. "I don't care what you think, Mr. President. If those reactor codes aren't in my possession by this time tomorrow, I will unleash a meteorite that will plummet into the United States! Then all will rue the day you defied...

Doctor Dookie!" Pfffft. "Sorry."

Mwahahaha! is a card game of mad scientists and global domination for 2 to 5 players. You assume the role of an evil genius who builds a criminal empire and constructs a doomsday device with which to cow a trembling humanity. But you're not the only one with grand machinations. Other players rival you for absolute mastery. He who completes his device first and collects the highest ransom is declared the winner — and ruler of the world!

This strategy card game includes:

  • 10 different mad scientists to portray
  • 36 Empire Cards, the factories, businesses and institutions that are the unassuming face of your evil empire
  • 40 Minion Cards, agents and henchmen to pit against your rivals
  • 20 maniacal doomsday devices to build

Designers: Mike Chaney and Ken Cliffe; Artist: Casey Edwards

$34.99

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Infernal Contraption

Infernal Contraption is the stand-alone card game where goblin mechanics race to assemble nigh-uncontrollable magical machines.

Through the strategic placement of arcane components like arcantric funnels, chthonic grinders, and entropic processors just to name a few, these crazy goblins risk life and limb to overcome the competition with the ultimate Infernal Contraption.

Designed by Matt Wilson, the award-winning designer of WARMACHINE and HORDES, Infernal Contraption features the same celebrated fast, intuitive game play found in all Privateer Press games. Illustrated by WARMACHINE and HORDES concept artists Chris Walton and Rob Hawkins, the game's brilliant full-color cards are lavishly designed and feature hilarious goblins racing to complete the construction of their maniacal machines.

  • 124 Cards
  • 2-4 Players
  • Ages 10 and up
  • 20-60 minute playing time

$21.99

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Infernal Contraption 2: Sabotage!

Engage in mechanical sabotage with all new sabotage cards that will throw a wrench in your opponents' plans! Add new upgrades, contraptions, and unique new power supplies to your infernal contraption!

Infernal Contraption 2: Sabotage! is an expansion to the basic set of Infernal Contraption. Not a stand-alone game itself, Infernal Contraption 2 requires Infernal Contraption to play. Sabotage! includes new upgrades, new consumables, new power sources, and of course, brand new sabotage cards that will change the game as you know it.

What's in this expansion set?

48 new cards to add to your 124 card basic set. 3 new upgrades, 12 new power sources, 15 new consumables, and 18 sabotage cards. Gentlemen, start your engines of destruction!

$8.99

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Falling: The Goblin Edition

To celebrate the 10th anniversary of Falling, Titanic Games proudly brings you a re-envisioning of James Ernest's highly popular card game. You're all goblins and you're plummeting toward the ground. Be the last one to hit and you win! Falling is a fast-paced, real-time card game for 4 to 8 players, suitable for any audience.

* Falling contains: One deck of 55 cards

* One rule booklet

Designed by James Ernest

For four to eight players ages 8 and up.

$9.99

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Yetisburg: Titanic Battles in History, Volume 1

Four Score and Seven Yetis Ago…

On the bloody fields of Pennsylvania in 1863, two great armies collided to decide the fate of a nation. The South rose, and the North responded with fervent mettle.

At the forefront of the battle stood the mighty Yetis, white-furred giants imported from the wilds of Canada to shred the opposing front lines. The great generals strode through the battle lines, engineering the destruction of the opposing forces while powerful mastodons hurled bombs into the fray.

Yetisburg is a fast-paced, two-player card game where the South is pitted against the North in brutal battle.

  • Yetisburg contains: Two decks of 55 cards each
  • 60 tokens
  • Initiative marker
  • One rule booklet

Yetisburg—This War's Anything but Civil.

Designed by Mike Selinker and Joshua J. Frost

For two players ages 8 and up.

$19.99

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The Princess Bride - Storming the Castle, the Card Game

Face your opponents, cards against cards, in this fast paced adventure. Play one of the 4 major characters from The Princess Bride. With only a handful of cards, your wits and luck your goal is to storm the castle and save the Princess. Every game plays out differently giving endless play options. 2-4 Players

$24.99

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Six Generations 

62 Ancestors... 6 Generations... See if you can find them all!

SIX GENERATIONS: Immigration From Europe To America Edition", an innovative deck of playing cards designed and published by Ted Soloview, is a pleasant example of information coupled with entertainment. This pack contains a set of 72 cards with pictures of six generations of immigrants belonging to a family who came to the United States from sixteen European nations in the first half of the nineteenth century. The latest generation consists of the siblings Emily and Jacob, currently living in the United States; and the other five generations represent their ancestors.

The 72 cards, comprising pictures of 36 men and 36 women, are divided into six categories. Each category portrays a different generation. "Six Generations" are breaking apart the genealogy of monarchic structure of standard playing cards, where four Royal families with the King, the Queen and the Jack were the only costumed characters. With the democratic structure of new playing cards, showing the entire 64-people family tree in six generations, Ted's invention is opening the door for creating dozens of new card games. The current deck of playing cards is packed with the rules of the solitaire-type Six Generations card game. 

Recommended for all ages, "Six Generations" is a highly engaging concept aimed at providing wholesome entertainment. It would be a welcome addition to any family's personal collection of games. This deck of playing cards also has educational value, as it provides useful clues to the different types of clothing worn by the people from different nations and time periods that are featured on its cards. Players will learn 72 most popular male and female first names and memorize 20 European countries and regions. Children will realize how many ancestors (62!) lived through just the last five generations to make their own life happen!

$8.95

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Suitors

Suitors is an easy to learn, fast-paced card game that deals with that most powerful of all emotions, love. As a suitor to your one and only you will use the three major methods of pressing suit, showing off your power, your money and finally your love.

You need to use these to fend off those pretenders for Paramour as they will most certainly be doing the same to you. Also, you need to be wary of the strange and powerful Arcana cards that can change the outcome of your tryst. While power and money may help, ultimately it is love that wins in the end!

$12.99

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Battle of the Bands: Encore Edition

Battle of the Bands: Encore Edition calls upon 120 cards for your base Battle of the Bands games. It features all 105 cards from the main set, the 5 promotional cards and 10 new cards never seen before! The game includes 4 dice and you can directly include your Backstage Pass cards for up to 6 players!

What do you, your mom, a hip hop hottie, and a drunken gorilla with an accordion have in common? They're in your band! Get groupies, cut hit singles, do drugs, go on tour, and sabotage your competition all the way to the top with this funny and fast paced card game! Choose your band members from a collection of crazy characters! Get an instrument, get a reputation and become a star...or worse!

$17.95

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Seasons

Seasons is the fun new way to play rummy based on a familiar concept - the months of the year!.

Each player starts the game with their own season-themed deck. Score points by getting rid of your cards faster than your opponents. Earn bonus points by stealing your opponents' cards or by playing special holiday, birthday and wild cards. Keen strategy is required as you progressively fine-tune your deck throughout the game. The first player to earn 365 points wins! (366 during a leap year!) So gather up your family and friends and let the fun begin! Seasons can be played by 2-4 players ages 10 and up, in around 1-2 hours. The game includes four, fifty-five card decks, a full-color rule book with plenty of play examples, and score pad.

$24.95

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Walk the Plank

Walk the Plank is the fun, fast-paced card game of piracy and ambition. You are pirates on a ship without a captain, and who better to wear the captain's hat than you? Make your opponents walk the plank, avoid the sea monster, and if you've got the skill and luck to be the captain at the end of the game, you win!

Walk the Plank is similar to classic trick-taking games like Hearts, Spades, Bridge, and Euchre, but with super-fast game play that relies both on luck and strategy. The game is easy for kids and adults to learn and master, and provides endless hours of entertainment. Make your friends Walk the Plank today!

A Non-Collectible Card Game for 3-9 Buccaneers, Ages 8 and Up.

Playing time: 5 to 10 minutes.

Designed by Brian Hess and Evan Sass.

Illustrated by Ramsey Hong.

Format: 68 color playing cards in a tuck box

$14.95

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Scallywags

So what exactly is Skallywaggs?

It's a stand-alone card game for 2 to 4 players. Be the first to set sail by building a crew of rascally rogues before your opponents can complete their own collection of misfits. You'll need both luck and skill. But beware! This is Skallywaggs, and every pirate worth his parrot knows the tide is quick to turn. There's Scurvy, Hurricanes, and Cursed Sailors aboard, and if you can't batten the hatches your skallywaggs may be hauled off in irons or sent to Parley with Davy Jones.

The game comes complete in one box, with all 120 cards, and instructions for two to four players. The deck consists of 90 unique, wonderfully illustrated body parts (30 heads, 30 chests, 30 legs) that fit together to build thousands of different characters, and 30 event cards that add peril to every turn. Skallywaggs is a sure hit for hours of cutthroat fun.

$18.00

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BrewMaster: The Craft Beer Game 

If you appreciate good beer, you'll love BrewMaster: The Craft Beer Game.

Using mechanics similar to rummy, players combine cards to brew six beer styles including ale, stout and Belgian. In doing so players will use some of the 90 cards representing real beer ingredients.

After brewing beer players place chips (representing crowds) onto the laminated game board. As the game continues players try to brew better beer and draw crowds away from other players.

The game is influenced heavily by event cards, which players draw after brewing beer. The event deck represents some of the real triumphs and tragedies that have taken place in the microbrewery world. Watch out for the green scrubie card, which will cause you to lose a turn because you have to take apart your heat exchanger to find it. The event deck also contains beer festivals and the dreaded Big Breweries card.

The player with the most beer festival trophies and crowd markers wins the game. The game is great for two to five players and generally takes less than an hour to play.

No beer knowledge is necessary, as this is not a trivia or drinking game. Indeed it is the perfect game for settings involving beer and non-beer fans alike.

As brewers, beer fans and others have noted, the game captures the fun and excitement of brewing. It makes the perfect gift for yourself or the beer lover in your life!

COMPONENTS

  • Official rulebook
  • 75 ingredient cards
  • 15 event cards
  • One die
  • An 11" x 17" laminated game board
  • 40 crowd chips
  • 7 beer festival trophies

$19.95

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Who Stole Ed's Pants?

Never one to clamor for attention, Ed was happy to ignore the embarrassing theft of his pants and just climb into bed.

But today, he awakens to find that word of the crime is all over town, and everyone is eager to point fingers. Rumors are flying. Wild accusations are made at the drop of a hat. And the police will arrest anyone at all just to quell the uproar.

You need to make sure the mobs don’t come after you. Better yet, plant some evidence on your friends and drop hints as to their less-than-stellar character. Anything goes, because in all the excitement, no one has even bothered to ask Ed the details of the crime. If you can keep your own nose clean, you might even get the credit for turning in the thief of Ed’s pants.

But you ’ll need supporters to back you up. Fortunately, there’s plenty of townsfolk who owe you favors and government officials who need allies. Plus, the circus is in town. Choose your friends wisely, because the wrong acquaintances can make you a target...

$15.00

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My Dwarves Fly

"Gold!" - even in a whisper, the word is heard in the entire mountain.
"Gold!" - it awakens even the deepest of sleepers.
"Gold" has them all in a great flurry.

And you want to have it, too, the fabled treasure of the Red Mountain - but you won't get it for free! You need to enlist creatures to help secure your share. For you have rivals, others who are deluded enough to believe they also have some right to the treasure. Well, they are wrong: this is your treasure - and yours alone! You will have to show them the hard way, by having your creatures vanquish them in battle.

"My Dwarves Fly" is a fast-paced, humorous card game for 2-4 players. You may either use it to spend an enjoyable evening with your friends, or you may simply play to win as quickly as possible.

You need to be at least 10 years of age to be certain to have what it takes. And it will take you no more than an hour to find out whether you have indeed won. Victory requires not only luck, but also skill and the ability to bluff your opponents at just the right moment.

For the victor, fighting and pillaging is always fun. And you're bound to be the victor, right?

Designed by Sebastian Jakob and Michael Palm.

Illustrated by John Kovalic.

88 cards, 1 map, 4 Treasure tokens, 4 Battle tokens, 40 Gold pieces, 4 Review cards

$19.95

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The Great Chili Cookoff

The great chefs come from around the world for just this competition. Are they making streudel, Peking duck, or chickenalmandine? Heck no! This is real food, good ol’ fashioned American cookin’ from the heartland. These cooks are here to make some stuff that sticks to your ribs and gives a nice warm feeling to everyone involved, so it’s time to see what you can do...it’s time for The Great Chili Cook-Off!

Players try and take tricks to capture the ingredients necessary to complete their secret recipe. Taking a trick requires playing a high card, but if cards are tied, the player who played that value last gets the trick--so there is a HUGE disadvantage in going first.

2-7 Players
20-30 Minutes
Ages 8+
Game by: Dan Baden

$21.99

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NumbTers card game

The simply fun... simply addictive card game !

All players start with seven cards. On each card is both a number from 1-26 and letter from A-Z. That's the easy part! Which card should you play and do you play it as the number or the letter? Win rounds by being the first player to get rid of all the cards in your hand. Score points by adding up the values of your opponents' remaining cards.

Included is a custom card holder that forms two stacks of played cards - one for letters and one for numbers. The card holder's indicator designates the direction of play for each stack. Play a card from your hand - making sure it matches the direction of play. But be careful with those specialty cards!

Perfect for 2 - 8 players • Ages 10 to Adult

Contents: 78 oversized playing cards, 2 reference cards, custom card holder, storage box, and (of course) game instructions.

$12.95

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Uno Attack

Uno with an automatic card launcher. Instead of drawing from the draw pile, you punch a button on the card launcher. The launcher will randomly spit out no cards or a bunch of cards.

$39.99

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Abuse

The concept is one of the oldest in existence—make the other guy look bad by beating him down verbally. Abuse is a fast-playing game of instant gratification at its most base—serving up heapin' helpings of nastiness on your friends, before they can do the same to you. To quote that eminent sage George Carlin, "It's all about 'doing the dozens.'"

Written and designed by Greg Stolze, with graphics by Samuel Araya, Abuse is easy to learn. Each player aims to destroy the ego (not really, it is only a game!) of the other players, by laying down insults created from cards in one's hand. The objective: get as many of your cards out of your hand before the end of the round (brought on by someone emptying their hand), so as to have as few points as possible. At the end of the game, whoever sinks the lowest (in score as well as insults) wins!

Just to make things even more interesting, there are blank cards (helping you to put your own personal touch on your insults) and snappy retorts, which allow you to turn the tables on someone who's just insulted your mother.

Abuse is a non-collectible card game with eighty cards in a deck, good for four players per each deck in play.

$9.95

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It's Good to Be the King

It's good to be the king. When you rule the land by divine right, none may question your authority and you may do as you will. You possess absolute power, giving your whim the force of law and drawing the people of the realm into your majestic presence as ants are drawn to sweet, pure honey. Unfortunately, you are not the king. You are one of the ants.

The object of It’s Good to Be the King is currying the most favor with the king by providing the most important elements for a series of events to honor him. During the course of each game, the king demands that seven events be held for his pleasure. These include such diversions as parades, hunts, feasts, and tourneys. In order to do the royal bidding, players manage their hands in order to collect the things necessary to satisfy the king’s demands while preventing the other players from doing the same. Use care when getting rid of your cards, since what is useless for the Tourney may be vital for an upcoming Feast! The player who has the most royal favor at the end of the seventh round of play is the winner.

Each set includes a Court Deck of 80 cards, a Chartulary Deck of 10 cards, and an instruction sheet. It’s Good to Be the King is suited for 3-6 players who do not mind backstabbing their opponents. This fast and fun game of court intrigue and chicanery will be on store shelves this June, so round up some friends and prepare to royally hoodwink them!

$16.95

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Dancing Dragons

Things definitely get interesting when dragons start to celebrate! Their magic gets so out-of-hand that it can take some time to sort things out. With luck, a swift eye, and good teamwork these dancing dragons will be able to leave the party with the same tails they had when they came in!

Dancing Dragons is a traditional card game brought to you by Tom Wham and Margaret Weis. At its heart is a simple game of matching, in which players attempt to build matching dragons out of sets of "parts" cards, but fast game play and rules of working with a partner can make things complicated fast! The game is easy enough to teach kids, yet fun enough to keep the young-at-heart coming back for more. Fun for families who enjoy games with light-hearted, fantasy themes or gamers looking for a quick round of cards.

Tom Wham is an artist and game designer known for offbeat subjects and fun, fast-playing games including Snits, Awful Green Things From Outer Space, and Mertwig's Maze. Margaret Weis is a New York Times best-selling author of fantasy, and publisher of games, from the Star of the Guardians CCG to the current Dragonlance game products.

$14.99

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TAOC - The Art of Conversation Game

Designed to revive the art of conversation, TAOC is a fabulous way to make dinner parties, barbacues, holiday occasions and all get-togethers memorable.

With 300 fascinating and conversation building questions, plus 20 blank cards on which to write your own TAOC questions, this game is for everyone.

TAOC may be used hundreds of times with continuing interest and pleasure.

For all ages, adult and children (may be played at various levels).

The only knowledge needed to successfully contribute to TAOC is your own life experiences, interests and ideas.

For dinner parties, barbecues, holidays, get-togethers with friends, families and couples.

Each time TAOC is used, new and harmonious outcomes evolve.

$14.99

  Quantity 

GG011975

 


Peasantry

Easy to learn and fun to play for kids and adults. A royal twist to the traditional game of canasta makes Peasantry a blast for three or more players.

Contents:

  • 8 each cards numbered 1-9 (peasants)
  • 8 each number 10 (knights)
  • 6 each Kings, Queens
  • 8 Jesters
  • (Total 100 cards) 

Peasantry is a variation of Canasta, one of the most popular games of the 1950's. Canasta, and its variations, appeals to card players of all skill levels.  Canasta Games play fast and are full of exciting twists. The rules are intricate, but not difficult to follow. 

$7.95

   Quantity

GG001415

 


Quests of the Round Table

Brandish your weapons, and join King Arthur and his Knights of the Round Table in this strategic, adventure card game. Test your strength and valor in heroic tournaments and on historic quests. Allies such as Sir Lancelot, Sir Gawain, and Merlin will assist you in your epic stuggle against foes such as Mordred, the Black Knight, and the Dragon. Vanquish you opponents and be the first to join the greatest Knights of the realm at the Round Table.

Quests of the Round Table is a strategic, adventure card game based on the legend of King Arthur and his knights. As players compete head-to-head on famous Arthurian quests (slaying dragons and rescuing fair maidens, to name a few), they learn about the court at Camelot-a time of chivalry and moral tests, magical powers, legendary weapons, and great foes. Included with the game is a selective history, a reference guide to characters, and suggested reading on the subject.

$23.00

  Quantity 

GG003810

 


Honor of the Samurai

Become a Samurai warrior, surrounded by the intrigue, honor, and treachery of the Sengoku period (1467-1568). Each Samurai seeks to gain honor by serving a feudal warlord, his daimyo. Should he follow the honorable paths of loyalty and swordsmanship, or the dishonorable but powerful way of treacherous ninjas and gunpowder weapons? Each game is a unique test of strategy. The player with the most honor points wins.

Honor of the Samurai, a strategy card game of intrigue, honor, and shame, gives players a firsthand look at 16th century Japan. Players relive the "Age of the Country at War" as a samurai warrior who joins the struggle among Japan's feudal warlords. The game's characters and their relationships are real, as are their strategies and behavior (which inspired the game play). Players can read the stories of famous samurai and daimyo in the selective history included with the game.

$23.00

  Quantity 

GG003811

 


Rock, Paper, Scissors

Here's the fast & fun CARD VERSION of the game kids have played for generations. Each player lays down a card. If your card beats your opponent's card, you take it. When all cards have been played, the player who has collected the most cards wins the game!!

2 Players, ages 4 and up.

$3.50

  Quantity 

GG010825

 


CHEATER

The Ultimate Card Game

Get ready to bend the rules! This fast, thrilling and unique card game is made-for-all-ages. The object is to spell "C-H-E-A-T-E-R" in one of four color suits. On each turn, roll the dice. Roll doubles and you become the CHEATER...for now. Players, watch out! The CHEATER plays by a different set of rules. If you're not the CHEATER, use action cards to get ahead, protect your hand or BUST your opponent's hand. It's awesome, and honest-to-goodness fun!
For 2 to 4 players. Ages: 7 to Adult.

Contents: 74 cards, 1 pair of dice & instructions.

$7.95

  Quantity 

GG011776

 


Froop

It begins so innocently. Play a card from your hand onto the Froop, an amorphous pile of cards in the middle of the table, so that two symbols on your card match up with the symbols on the Froop below it. It's simple, it's fun, it keeps you thinking, but not so much that you can't carry on a conversation while you play. Then you start adding in the optional rules, and suddenly the game becomes cut-throat, demands quick wits, or takes on the tactics of a classic board game. You mix and match the variants, and your mind begins to reel from the strategic possibilities. Then you go one step further and combine them all, and your brain oozes out your ears.

At 110 cards in full-color, "Froop!" is now for sale. "Froop!" is Savant Garde Entertainment's initial foray into abstract strategy games, with a scalable rules system that runs the gamut from a light family or party game to teeth-grinding strategy or frantic speed-play.

$17.95

Quantity 

GG001326

 


Overthrone

France, 17th Century. You are a Noble vying for control in the French court. Gather your forces and call in favors as you plot your rise to power. Will you support the King or incite Rebellion?

The key players include Generals, Musketeers, Lords, Clergy and even the Queen. Attract allies and eliminate enemies as you strive to increase your power and influence. Seek out Courtiers loyal to your cause. Protect Provinces or face Revolt! Use your Gold to bribe those whose help you'll need. Each turn you must reveal another of those who support you. Rebellion is in the air and when it strikes, the throne will be up for grabs. So go forth and grab the reins of Power, but BE CAREFUL...!!! Push too hard and you risk Excommunication, Imprisonment, or worse... the Executioner's axe! The Fate of the Kingdom is in the Cards

  • OBJECT: Amass the most points to win control of the court. 3-6 PLAYERS. Ages 12 and Up.
  • CONTENTS: 125 Card Deck, rules.
  • Deck includes Musketeers, Gold, Courtiers, Provinces, Nobles, Royal Advisors, Events, Special cards & the King.

$16.95

  Quantity 

GG007111

 


Management Material

Management Material is a non-collectible card game where the only way to win is to weasel out of work.

Use lame excuses to avoid bad projects and pass the buck.

If you can't excuse yourself out of the project, then you have to do it. If you obtain 30 points or more worth of project points, then you are promoted to management and you lose the game...just like in in the real corporate world!!

$14.95

  Quantity 

GG003574

 


First Hand

It pays to have the sharpest eyes and the fastest fingers in this wacky wrist-twisting game. One player starts as the 'Judge' and flips a card over. Everyone must position their hands to match the hands pictured on the card. (But watch out for the fake fingers!) The 'Judge' determines who was last to get it right. The last player must keep the card and becomes the new 'Judge' for the next round. Least cards wins!

First Hand's a fast playing game of flip-flopping fingers in a wrist-wrangling race to be first. Great for players of all ages!

$9.95

  Quantity 

GG004593

 


Fist of Dragonstones

Fist of Dragonstones is an exciting, closed-fist, bidding game for 3 to 6 players. Players try to outwit their opponents by using gold and magic coins to buy control of an ever-changing cast of enchanted character cards. Those characters' powers collect valuable Dragonstones; lend their magical powers; help foil other players, and convert Dragonstones into victory.

For each character card, players choose the number of coins they want to bid by placing them in a closed fist. All players reveal their bets at the same time with the winner of the auction then gaining control of the card's powers. Depending on the card they may: win additional coins or Dragonstones; place spells on other players; or win scoring points.

$24.95

  Quantity 

GG009700

 


Gang of Four

Gang of Four is an exciting game of Cunning, Strategy and Power. Originating in the gambling backstreets of Hong Kong, Gang of Four is the most popular card game to emerge from Asia in decades.

Filled with an endless variety of strategies and tactics, Gang of Four is fun, entertaining and full of surprises, yet is simple to learn and play. The game's premise is simple - be the first to rid yourself of all your cards and ascend to supreme power. But beware - a strategic misstep may find you in a struggle to survive.

Gang of Four is terrific fun for adults and children and is a highly addictive card game for your family or friends.

$19.95

  Quantity 

GG009699

 


Say What?

Say What? is the world's first game designed to be played while you are doing other things! This card game is meant to be played while talking at parties, roleplaying, riding in the car or even watching TV. Each of the 100 cards contains a word or action and a point value. When someone else says or does what is listed, they get the card. Whoever has the least amount of points in the end wins. It's that simple! Each two-piece box comes with 100 custom illustrated cards and complete rules for three different ways to play including a word rummy variation.

Components: 100 cards

$9.99

  Quantity 

GG009631

 


Pack of Flies

Playing time: 20 minutes; Players: 2-5; Ages: 8 to adult

Let's introduce the players... You are FLIES!

From cowbarn to farmhouse, you search out the tastiest treats. After a nice breakfast of Cow Dung, you fly to the kitchen table for some Bread & Jam. Be sure to wipe your feet! Smelly Cheese? Even better. However, the life of a fly isn't always good eating. The dangers of Spider Webs and Fly swatters lurk around every corner...

Contents: 

  • 25 black plastic flies
  • 1 blue plastic fly
  • 6 Fly Food cards
  • 3 fly Danger cards
  • 3 Special cards
  • 1 illustrated rule book

$9.95

  Quantity 

GG010530

 


Perpetual Commotion

Perpetual Commotion is an outrageously fast and incredibly addictive card game. Play your cards -- as many and as fast as you can -- into a common arena. To win, you must play faster and more aggressively than your opponents. Perpetual Commotion is one part strategy, two parts speed, and a healthy dose of “luck-of-the-draw.” It’s a heads-up, quick hand free-for-all, as opponents race to play the same cards, at the same time, on the same freshly opened spot. To control the chaos, you must know your cards, know their cards and plan two moves ahead. Empty your Feeders pile first and you win the round. Get to 150 points first and you win the game. This game is a blast, a real commotion…

Game Facts: 2 to 6 players, Teens and Adults, 45 minutes to play.

Contents: Six decks of Perpetual Commotion Cards, One Eight-Sided Die, Game Instructions.

$18.00

  Quantity 

GG010642

 


Ice Cream 

I Scream, You Scream, We All Scream for Ice Cream!

Nothing says summertime like a trip to the local ice cream stand. In Ice Cream, you have the chance to demonstrate your business skills by running an ice cream stand. You have just four days to bring in as many customers as you can - will you be the prince of pistachio, the countess of chocolate... or just a drip?

Start Scooping!

Designer: Joe M. Huber
Number of Players: 3-5; Age: 6+; Playing Time: 30 minutes.

$18.00

  Quantity 

GG010786

 


Award Show

Become an award winning game designer...AT HOME!

Finally, a card game that simulates the exciting, rewarding world of professional game design! Ahhh, who are we kidding? This game is all about winnin' that statue... At any cost!

Each two-deck tuck box comes with 100 whimsically illustrated cards and complete rules for screwing over your competitors and taking home the prize!

Components: Two-deck tuck box comes with 100 whimsically illustrated cards and rules.

$9.99

  Quantity 

GG010985

 


Guillotine

Now available once again!

This irreverent and humorous card game takes place during the French Revolution. Players represent rival guillotine operators vying for the best collection of noble heads over three rounds.

Each round, twelve nobles are lined up for the guillotine. The nobles are worth varying points, depending on their notoriety. During your turn, you play action cards to change the order of the line so you can collect the best nobles. The player with the most points at the end of the game wins!

Will you be skillful enough to bribe the guards and collect Marie Antoinette? Or will you lose points for beheading the hero of the People?

Heads are going to roll!

$14.99

  Quantity 

GG011010

 


The Great Dalmuti

Players take their places in the pecking order, from Greater Peon to Greater Dalmuti, and try to ditch the cards in their hands. From this simple concept comes an ingenious game by Richard Garfield.

Easy to learn and quick to play, The Great Dalmuti is a social card game based on the premise that life isn't fair.

The colorfully illustrated card deck consists of 80 cards: 12 twelves, 11 elevens, 10 tens, and so on down to one Great Dalmuti card, as well as two Jesters. The faster you get rid of the cards in your hand, the higher your social class will be in the following hand, and having a higher social standing has definite advantages in the game.

Watch out--the last player to run out of cards has to be the Greater Peon, the lowest rank of all, who has to shuffle, deal, and collect the cards, as well as tend to the needs of the Greater Dalmuti!

The Great Dalmuti is perfect for family or group entertainment and can be played by anyone over eight years old. The Great Dalmuti was designed by Richard Garfield, creator of the hit fantasy card game Magic: The Gathering.

$14.99

  Quantity 

GG011172

 


Harry’s Grand Slam Baseball

First printed in 1962, Harry’s Grand Slam Baseball is a real hit with game players and baseball enthusiasts alike. This faithful reproduction includes the rules from the original game.

In Harry’s Grand Slam Baseball Game, each player manages a team and plays cards to simulate actual baseball plays. This easy to learn baseball game can be completed in under twenty minutes.

Harry’s Grand Slam Baseball is part of the Heirloom Games Series, reintroducing authentic reproductions of great American games.

$12.99

  Quantity 

GG011090

 


Robot Rampage: Rise of the Appliance

You're tinkers and engineers who have come to the scrap yard to test your mettle. From parts and pieces carefully picked from heaps of junk, construct killer robots capable of visiting devastation and ruin upon all who oppose them. Then, send them into a no-holds-barred, anything goes bot battle to see who's got the roughest robot in the scrap yard! Well, maybe these bots aren't that threatening. But it's still fun to let 'em duke it out!

Robot Rampage: Rise of the Appliance is a card game of humorous robot combat. The game is played in two phases, a Build Phase and a Battle Phase. During the Build Phase, players assemble robots from various robot parts drawn from a Build Deck. o­nce the ‘bots are together, the Battle Phase begins. Players use built-in weapons and attack cards to take down their opponents’ ‘bots and prove that they’re the best in the scrap yard!

Robot Rampage: Rise of the Appliance is designed for from 2 to 6 players, ages 13 and up.

Contents: 42-card Build Deck, 84-card Battle Deck, Instruction sheet.

$14.95

  Quantity 

GG011460

 


Get Nifty! The Sluggy Freelance Card Game

Available at last, Get Nifty is a boxed card game from Blood & Cardstock games. Included in the box are:

  • 110 full-color cards
  • 6 "Nifty" tokens
  • 12 character tokens
  • Rules & How-to-play guide

Each card, of course, features beautiful artwork from everyone's favorite Sluggy strips. It's important to note that Get Nifty is a standalone game -- it's not collectible; everything you need to play is included in the box.

The game is designed for two to six players -- avoid boredom, get weird, and to win it all, get nifty!

$25.00

  Quantity 

GG011508

 


Discombobulation

Discombobulation is a fun, fast-paced game guaranteed to make the entire family laugh. The goal…be the first to play all of your cards before someone can discombobulate you with one of 10 unique Discombobulation challenges. You will go head-to-head against other players to compose rhymes, sing popular songs, make lists, mimic others, remember nicknames, and much more. Mess up, you draw more cards. Sound difficult? You bet. But outplaying your opponents in a game that requires a quick mind, fast reflexes, and a good memory makes it worth the challenge.

Players: 3-6. Ages: 8 and up. Contents: 108 cards and rules.

$9.99

GG012309


  Quantity 

 

 


Bone Wars

In BONE WARS, players take the role of paleontologists during the great "Dinosaur Rush" of the late 19th Century.

Out in the field, fossil hunters must survive natural disasters and attempts by other players to steal and destroy dinosaur bones.

Back at the museum, the conflict continues when the scientists carry their battle to the newspapers and scientific journals as they race to achieve scientific immortality!

Most of the wild events in BONE WARS are based on things which actually happened. Edward Drinker Cope really did mount a elasmosaur's head on the wrong end of the skeleton, and then tried to buy up and destroy all the copies of the journal describing it. O. C. Marsh really did use his personal fortune to hire away all the best fossil collectors from rivals. And the indestructible Charles Sternberg had to outrun flash floods in western canyons. For a time the personal feud between Cope and Marsh involved everyone from the U.S. Geological Survey to the editors of the New York Herald.

BONE WARS is a fast-paced game for 2 to 4 players ages 10 and up.

Each BONE WARS set contains 4 Paleontologist cards, 33 dinosaur bone cards, and 71 Event cards. Each card features color illustrations by artist Bryant P. Johnson.

BONE WARS was created by the team of biologist Diane A. Kelly and game designer James L. Cambias.

$19.95

  Quantity 

GG011593

 


Treasures and Traps

Treasures and Traps is a complete card game that puts you in the role of the hero. Your quest is to collect three treasures before anyone else. Sounds simple enough, right? Now throw in a two-headed troll, a maze of dangerous doors, and a few cunning thieves. You never know what might happen next. With 100 different cards, each game is a unique journey of wild adventure never to be repeated again!

Treasures and Traps is a game for 2-6 players ages 10 and up. The 2-player version averages 10 minutes a game. With 3 to 6 players add 10 minutes for each player. To speed up 4 or 6 player games form teams and try the team variation.

$12.95

  Quantity 

GG011694

 

 


Treasures & Traps Expansion

Expanded Realms is an expansion for the Award-Winning game "Treasures and Traps". Unlock more magic and mayhem on your quest for treasure. This expansion of "Best Card Game of the Year" nominee Treasures and Traps will enhance your adventure possibilities. Open the door to 12 new cards, 2 exciting play variations, and Class Cards that give you the chance to be one of 10 unique heroes with special abilities. You must have the Treasures and Traps card game to use this expansion. Designed and Illustrated by C. Aaron Kreader.

$5.95