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Card Games
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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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GG006189

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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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GG011923

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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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GG003635

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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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GG006419

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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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GG011375

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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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GG011910

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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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GG010403

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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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GG011853

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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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GG010320

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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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GG010603

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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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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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GG011796

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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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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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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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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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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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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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GG012128

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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 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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GG010330

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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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GG010110

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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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GG012215

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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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GG011995

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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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GG000238

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"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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GG011760

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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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GG012077

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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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GG001098

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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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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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GG010280

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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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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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 |
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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
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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
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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 |
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