Driftless Tabletop

Category: Card Game

59 games in this category

12 Days

12 Days

The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game. The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player: Gifts a present to the player to his left, Opens presents and tries to win the day with the best present, and Buys a new gift to refill his hand. More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards. After twelve rounds, players score points for each holiday card they've collected. In addition, whoever holds the most gift cards for each rank scores as many points as that rank, with all tied players scoring in the event of a tie. Whoever has the most points wins. Happy holidays!

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ASAP

ASAP

ASAP The Quick Thinking Game Fast, furious and fun, ASAP is the quick-think game. Perfect for entertaining on the go, ASAP tests your quick-thinking and fast-taking skills in 26 categories. Quick, name a movie star starting with "L". Name a type of dog starting with "A". There are two decks of cards: one deck of letter cards (A to Z) and one deck of category cards (types of dogs, names of movie stars, etc.). You flip over the top card on each deck. The first to yell out a correct answer keeps the cards. The most cards win the game! For 2 or more players ages 8 and up.

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Baby Blues

Baby Blues

In Baby Blues every player is working in their neighbor's day care center. You have five babies under your charge, and you want to keep your babies happy. Happy babies score points at the end of the game, crying babies do not. You'll play cards to make other babies cry and keep your babies happy. Each turn you can play as many Green (good) cards and one Red or Orange (bad) card on one of your opponents. Red & Orange cards are misfortune events that make babies cry - like poopy diapers and taking their pacifier. Green cards comfort your babies, changing diapers and feeding. Any unhappy baby at the end of your turn will cry and is out of the game. The game ends when one player has only crying babies. All the babies that aren't crying are flipped over and their points totaled. The player with the most points wins!

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Bears vs Babies

Bears vs Babies

Bears vs Babies is a card game in which you build handsome, incredible monsters who go to war with horrible, awful babies. The shared deck of cards consists of bear parts (and other monster parts) and baby cards. When you draw a part, you use it to build a monster for yourself; when you draw a baby, it goes in the center of the table. When babies are provoked, they attack, and anyone who has fewer monster parts than the number of attacking babies loses their monster; everyone with more parts than babies defeats this infantile army and scores.

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Bedlamb

Bedlamb

You are a sheep farmer. You have raised a surprisingly similar flock of sheep to all of your neighboring farms. Because of this none of you can tell who is the finest at raising sheep. A cunning contest of sheep trading results! Each farmer secretly selects which sheep to trade with each neighbor, and which to send to the grazing fields. Lying and deception are of course the most important tools of any sheep trader. But beware – each farmer also has a wolf in his arsenal! Don't let the wool get pulled over your eyes! Each card in Bedlamb contains unique flavor text, and upwards of 30% of them are better than that wool joke.

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Cards Against Humanity: Family Edition

Cards Against Humanity: Family Edition

Cards Against Humanity: Family Edition is a new party game that’s just like Cards Against Humanity, except it’s written for kids and adults to play together. Each round, one player asks a question from a black card, and everyone else answers with their funniest white card. We didn’t just take the adult stuff out of the original game: we wrote a whole new game from scratch and tested it with thousands of families. If you like to laugh at stuff like “filling my butt with spaghetti,” this is the game for you. If you don’t, go fill your butt with spaghetti! —description from the publisher

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Codenames: Marvel

Codenames: Marvel

Codenames: Marvel combines the hit social word game Codenames, while featuring characters and locations from the Marvel Universe including, Spider Man, Guardians of the Galaxy, The Avengers and Doctor Strange. In Codenames, two teams — S.H.I.E.L.D. and Hydra in this case — compete to see who can guess all of their field agents (identified by either a word or picture) correctly first — but those field agents are hiding in plain sight in a 5x5 grid that includes the agents of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which agents belong to each team. Spymasters take turns giving one-word clues that can help their teammates identify multiple agents on the board. Their teammates try to guess agents of the right color while avoiding those that belong to the opposing team — and everyone wants to avoid the assassin.

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Creatures: The Card Game – Chupacabra Promo Cards

Creatures: The Card Game – Chupacabra Promo Cards

Creatures: Chupacabra is a special set of 3 creature cards, available only to Kickstarter backers: Front: CHU- (11 points) Middle: -PA- (11 points) Back: -CABRA (11 points) These cards are added to the CREATURES deck and can be used like any other creature card during the game. CHUPACABRA (11) - with glowing red eyes, this mythical creature is purported to drain its victims entirely of blood and will allegedly leave behind a sulfuric stench when alarmed.

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Don't Mess with Cthulhu

Don't Mess with Cthulhu

Don't Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end. The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered. Before each round players receive a number of Investigation cards, which they look at but then shuffle and put in front of themselves so they know what cards they have, but they don't know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards, and gather all unrevealed cards are shuffled an redistributed evenly among the players. Reveal Cthulhu, and the Cultists win instantly. Reveal all the Elder Signs, and the Investigators win. If you want to play multiple rounds (it's highly recommended), the losers in each game get Insanity tokens. Get three tokens, and the night is over with the winner(s) being those most sane. Kickstarter version notes: Kickstarter Edition has the following bonuses, unavailable in the retail version: #1 - 10 player aupport. All the components needed to play with up to 10 people at the same time. #2 - 3 x Necronomicon Investigation cards. Now the Investigators not only have to discover all the Elder Signs in time to prevent Cthulhu from rising, they must also discover the ancient tomes called Necronomicon. But the Necronomicon are dangerous to the uninitiated and cannot be revealed until at least one Elder Sign has been discovered. These promo cards add more information into the game, helping the Investigators in their quest. However the Necronomicon also give the Cultists another win condition - making the strategies more complex and the discussion even more lively. #3 - 6 x "Objects of Power" cards. These special cards have a variety of different uses, and provide more direct and indirect information in the game (as well as a touch of light-hearted fun). Objects of Power give the game more replay value, more strategy and more variability without adding complexity. Timebomb Themed edition In TimeBomb, you are playing either a terrorist trying to make a bomb blow up, or a SWAT team member trying to defuse it. Each player receives a card at the beginning of the game that indicates his role and keep it secret until the end of the game. Then, at each of the game's 4 rounds, each player receives 5 cards that he shuffles after having a quick look at them and place them face down in front of him. Among all of the player's cards, a number of "SUCCESS" cards, one "BOOM" card and the rest being "SAFE" card. The active player then chooses another's player card and reveals it, that player then becoming the new active player. After N cards have been revealed (N being the number of players), all cards are shuffled again and distributed equally to the players for a new round. If at any time the "BOOM" card is revealed, the terrorist's team wins. If all "SUCCESS" cards are revealed before that happens, then the SWAT team members win. Will you be able to convince the other player to reveal your own cards among them a SUCCESS is hidden? Or are you just trying to cheat the SWAT team members into revealing your own cards because the BOOM card is among them? Only a game of TimeBomb will say.

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DOS

DOS

DOS is the follow up to the classic card game UNO. Like UNO, the object of DOS is to be the first player each round to get rid of all your cards and earn points for the cards left in your opponents' hands. On your turn you can play cards from your hand by matching their numbers to any of the face up cards in the center row. You can play one match for each card in the center row. You can also combine two cards from your hand that add up to the number you wish to match. If the card(s) you played match both number and color, you earn the right to place extra cards from your hand in the center row and even force other players to draw cards. Don't forget to yell "Dos!" whenever you have two cards in your hand or you could end up drawing more cards! The round ends when one player gets rid of all his cards. That player earns points based on the values of the cards left in the other players' hands. Continue playing in rounds until someone reaches 200 points. That player is the winner.

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Draco Magi

Draco Magi

Myrgos, the powerful and benevolent Dragon King has passed into the next world after an extended illness, and the land is now gripped with uncertainty. As the laws of succession dictate, only one of his remaining apprentices can rise to the position of "Draco Magi". With the death of the Draco Magi, the wizard-lock on the succession strongbox of each apprentice has completely dissipated. Inside each box, an apprentice will find a succession scroll. Contained on the scroll is the last piece of knowledge required to become the Drago Magi — but only one can claim the title. Each scroll holds a different "Spell of Succession" that may be executed only with the correct combination of rare gems. These magically imbued gems appear in sets of three only during times of succession and must be collected by dragons at the command of each apprentice. The competitor who is first to collect the gems needed to complete his Spell of Succession becomes the new Drago Magi. For the loser, the unofficial title whispered under the breath of the people is "Novitius Eterna" or "Forever a Novice". Be swift and remember, there is little room for error. Draco Magi is a card game designed by Richard Launius and Robert Burke. To start, each player selects an apprentice dragon mage he wishes to play. Each mage receives a deck of dragon cards that includes multiple copies of four different chromatic dragons (Green, Red, Black & Purple), four different metallic dragons (Gold, Silver, Brass & Bronze), and two special dragon cards (the Battle dragon and the Polar dragon). Each dragon has a different strength, weakness and special ability. Players will send their dragons, one at a time, to capture gems on different battlefields; each battlefield offers a different effect that may give an advantage or disadvantage to certain types of dragons. Players alternate playing dragon cards on battlefields until they have played all eight of their Dragon cards. Each player can play a maximum of three dragons on a single battlefield. When a dragon is placed, it may make a ranged attack. Not all dragons have a ranged attack breath weapon, but those that do have a breath weapon icon with a number. The number indicates the number of battle cards the player may reveal when attempting to hit with a ranged attack. A defender may defend with the number of cards equal to the dragon's shield value. A ranged attack can take place immediately only when the card is played against an opposing dragon. If a ranged attack is not used at this moment, the ranged attack is forfeited for the current round. After all dragon cards have been played, the melee phase of the battle begins. Each dragon has a "melee attack" value printed on its card which represents the number of battle cards the player can draw for the battle. The melee battle mechanism is a unique attack and counter system that provides opportunity for deduction, subtlety, and deadly combos. Players will also earn advance battle cards that build up their decks over the course of the game. The player with the most dragons present on a battlefield wins that gem. In the case of a tie, the dragons and gem remain for the next round. Draco Magi is a fast game heavily connected to its theme that incorporates area control, bluffing, hand management, deck building and deduction.

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Elemental Blast

Elemental Blast

Elemental Blast is a quick playing card game for 3-7 players. The players take on the role of Elemental Sorcerers using the elements to compete for elemental dominance, culminating when one Sorcerer achieves an Elemental Blast. Elemental Blast is a light weight card game of strategic hand management. Starting with three cards each and using draw one/play one rules, the players utilize element cards to create effects to help themselves and hinder other players. Most harmful effects target the next player in turn order, but turn order can be reversed using certain elements. In addition, playing the same element that was just played creates a more powerful bonus effect that may affect additional players. The goal is to collect five of the same element in your hand, referred to as an Elemental Blast. The first player to complete an Elemental Blast wins the game.

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Elevenses for One

Elevenses for One

You are Grosvenor, the maid to Lady Agatha Smythe, one of the wealthiest landowners in the district. She is holding a gala High Tea at 11 o’clock – but, oh dear! You only have 15 minutes to get ready and where is that sugar? You mustn’t be late! The madam’s reputation is at stake! Welcome to Elevenses for One – a game for one player who must load her Tea Trolley with all the accoutrements required for a splendid morning tea... before the clock strikes 11! A micro solitaire game with just 11 cards (each with specific actions the player must choose to follow or ignore - possibly to her detriment), Elevenses for One is a tense puzzle. Can you load the Tea Trolley correctly within fifteen actions?

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Five Crowns Mini Round

Five Crowns Mini Round

Five Crowns Mini Round is a five-suited rummy-style card game that's a smaller version of Five Crowns with fewer cards, although the fifth suit of stars and a rotating wild card are still present. Your goal is to combine all of your cards into sets and runs, be the first to go out, then watch the others scramble as they get one last chance to cut their losses. With each round, the number of cards dealt increases and the wild card changes keep players on their toes.

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Fleet

Fleet

In the northwest corner of Nunavut, Canada, a formerly inaccessible bay off of the Arctic Ocean has become reachable through a secret inlet. Untouched by the hands of time and fed by both the ocean and warm fresh water springs, Ridback Bay is teeming with sea life. A remote, timeless bayside village is now being inundated by entrepreneurs awaiting the influx of the world's greatest fisherman to harvest this plentiful bounty. The docks and warehouses are being revitalized, and now it is time to begin the real adventure. Go build your Fleet and become master of the high seas! Fleet is an exciting, strategic card game with in-depth decisions and thrilling game play that new and experienced gamers can enjoy! In Fleet, you'll acquire licenses, launch boats, and fish the great briny blue. The player who best manages his resources and acquires the most VP via fish, licenses, and boats will build the strongest fleet and lead his crew to victory!

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Fleet Wharfside

Fleet Wharfside

Fleet Wharfside is a standalone card game based on Fleet and Fleet: Arctic Bounty. Players compete to complete contracts by selecting contracts from the Market and by collecting fish from their fleet at the wharfside. It's what happens when the fleet comes home! Tales of the bountiful harvest at Ridback Bay have traveled far, attracting merchants to the local wharfside who wish to pay handsomely for your haul. A successful fisherman’s day is not done with the catch; keen business decisions will determine if your fleet has amassed a rich profit! Merchants have offered generous contracts for the catch, but which offer the greatest benefits? Choose and complete the most lucrative contracts and reap your reward! In Fleet Wharfside, players fulfill Contracts from local Ridback Bay businesses. Each turn, players will either collect fish from their fleet at the wharfs (by taking cards) or choose to purchase a Contract from the Market. Contracts provide a bonus while in play, but once they are completed the bonus goes away too! The player who collects the most VP from Contracts, Trophies, King Crab, final Goods, and their Captain Bonus wins the game! Fleet Wharfside is game #8 of the E-G-G Series!

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Florida Man Card Game

Florida Man Card Game

Florida Man is a party card game where players try to fill in the blanks on actual criminal cases in Florida. One player is the judge and plays a real headline from a Florida cases with some details left blank. The other players then submit their best guess to fill in the blank. The judge then decides the best guess and awards the card to that player. The person awarded the most headline cards at the end of the game is the winner. Includes: 100 Headline Cards 306 Action Cards 2 Decoder Cards 1 Headline Card Stand 1 Instruction Sheet

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Geek Out!

Geek Out!

Geek Out! is a party game that can determine once and for all which player is the most knowledgeable about your favorite pop culture subjects! In the game, you draw cards asking you to list a certain number of things which fall under a certain category: comic books, fantasy, games, science fiction, and miscellaneous. Before you begin, however, the other players may try to steal your points (and bragging rights!) by bidding to list even more than the card requires. The bidding continues until one player is ready to "out-geek" their friends. Collect a predetermined number of cards, and you win! —description from the publisher

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Gold Thief

Gold Thief

Each player has a pool of gold, which everyone else wants to steal. Players have a secret goal of how much gold they need in their pool to win. Playing cards on other players moves gold and cards around, or blocks those actions. A player wins a round by starting their turn with their target amount of gold. The first player to win three rounds wins the game.

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Havok & Hijinks

Havok & Hijinks

Come and enjoy our cute, cutthroat, family friendly, card game where our dragons will... Welcome you to the high fantasy world of Vallhyn. You will roam the countryside in search of treasure because you are a dragon — a young dragon, that is. You and your friends have just been kicked out of the nest for eyeing your parents' treasure hoards. The problem with being young is that you don't always succeed in your quest to find treasure, which often leads to havoc. To make matters worse, you must compete for the best loot with your friends by engaging in hijinks. Havok & Hijinks is a fast-paced, light strategy card game that pits you against your friends in a race for the first respectable treasure hoard. Each turn starts with a quest for treasure that could lead to Havok like loot-hungry adventurers or beneficial heat waves. Engage in Hijinks by stealing and breaking your friend's shiny treasures or defending your own. When a dragon has a hoard with a value of 15 or more, it wins! Game Play Start your turn by flipping a Havok Card Resolve any event flipped exactly as the card reads Add any treasure flipped to your hoard Once you've resolved your Havok card you may play one Hijinks card You may also use your dragon's play ability You may choose not to play a Hijinks card and instead discard one to draw one Pass your turn

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Hold Your Breath!

Hold Your Breath!

Hold Your Breath! is the final chapter in the "Get Bit Casual Trilogy" by Mayday Games, but you don't need to know ANYTHING about the first two games in the series to play this one other than that we are revisiting the dumbest pirates known to man. They have been kicked off the ship by their captain in Walk the Plank and chased by sharks in Get Bit, and now they face their final challenge. In Hold Your Breath! each player assumes the role of a pirate treading water in the ocean. These brilliant tacticians have decided to play a game of "Hold Your Breath" to see who is the toughest pirate because, you know, what else are you gonna do in the middle of the ocean facing certain death? The game is played in two rounds. In the first round, each player may dive deeper, providing they have the "Swim" and "Air" cards to do so. Players press their luck each turn since it is the pirate who dives the deepest in round one AND resurfaces in round two who is the winner. What about the losers? Who cares, they are losers. But if you really want to know, well, they dove down and ran out of oxygen before they could resurface, so now they are just "resting" underwater until the next game, okay? But we digress... Players can play "Panic", "Shark", and other nasty cards on the other players, slowing their progress. In the second round each player struggles to reach the surface before he runs out of air and therefore decides to take a rest. Most of the pirates may not make it back to the surface, but the one who makes it back alive AND dove the deepest is the winner. Be careful, though, because if you dove the deepest in the first round, you will surely have the toughest time getting back to the surface since A) you swam the deepest and B) no one else wants to see you make it back alive.

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Joking Hazard

Joking Hazard

From the creators of Cyanide & Happiness comes a card game where players compete to finish an awful comic strip. The creators said: "Someone on the Internet once told us that making stick figure comics is easy as hell, and that we were ugly and stupid. They were right on all counts. So, after crying for a few hours, we created the Random Comic Generator which since its inception in 2014 has entertained millions with its computer-generated comedy. After a few weeks of playing with the Random Comic Generator, we started to wonder if its hundreds of random panels might lend themselves to a card game, where you compete against your friends to finish a comic with a funny punchline. So we printed out all of the RCG panels and started playing with them." Draw 7 cards. The deck plays the first card, select a Judge to play the second, then everyone selects a third card to create a three panel comic strip. The Judge picks a winner. The game includes a deck of 350 unique panel cards - that’s 15.4 million combinations of comics!

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Lemonade Stand

Lemonade Stand

Ahhhh... it's a hot lazy summer in your little suburb of the world and you're eleven years old again! You've played with your friends and explored on your bike and you're old enough to get excited by the prospects of earning some money. You've got $0.25 burning a hole in your pocket and your mom even offers to give you a shiny silver dollar to invest in your scheme. You're starting a lemonade stand! You've got just one week until the Fourth of July and you want to earn as much as possible to blow all of your profits on smoke bombs, bottle rockets and even some M-80s this year! Of course some of your friends are copying your idea – why do they always do that? It is going to be an epic battle for bragging rights and fireworks as you compete with one another to see who will have the most money at the end of the week! Lemonade Stand is played over seven turns (days), and each turn players start by turning over a forecast card which shows the weather forecast for the day along with number of customers and the price they will be willing to pay for each possible weather outcome. Players then place a 5, 10 or 15 cent price card down along with any signs or lemonade inventory they want to put out, all face down. All players reveal their cards at the same time and then a new forecast card is revealed which has an arrow pointing to one of five spots on the old forecast card, which determines which weather event occurred. Each player then collects money based on their price and # of glasses of lemonade invested versus the actual weather that happened. Money is gained or lost, and play continues for seven rounds. Most money wins!

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Mad Libs Card Game

Mad Libs Card Game

Players draw 10 cards that have words written on them. Each card has either a noun, a verb, an adjective, an adverb, or is one of two sorts of "wild" cards. The players' object is to create grammatically correct sentences using the words on their cards. A gin-like mechanic has players discarding and drawing cards so they can create their sentences. The tin version has double the amount of nouns, verbs, adverbs, and adjectives. There is also one extra FIB card for each as well.

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Magical Unicorn Quest

Magical Unicorn Quest

Journey through the Magical Forest to find a Golden Unicorn and Majestic Unicorn. Add them to your stable to win the game. Your journey is not without challenges. Beware of foul mystical beings, potions, and magic as they may hinder your quest. This is a strategy card game and perfect for people of all ages. A must have for all unicorn enthusiast! Game Information Players: 2-6 Time: 15-40 min Age: 8+ Components 40 Mystical Being cards 20 Mystical Potion cards 15 Mystical Magic cards 6 Reference sheet 1 Rule book 1 Box

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🎲

Magical Unicorn Quest: Dragon's Lair

Dragons and banshees are terrorizing the Magical Forest. Loot the dragon's lair, craft power potions, and cast mystical magic. The base game is required in order to play. Components: 1 Box 1 Rulebook 10 Being Cards 18 Magic cards 18 Potion Cards -description from publisher's website

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🎲

Magical Unicorn Quest: Mystical Gear

The Fairies are enchanting ordinary items with special powers. You may attach the powerful gear to your mystical beings in order to aid you in your quest. But, Watch Out! Trolls are trying to steal the magical gear and keep it for themselves. Keep far away from the trolls in your search for the Magical Unicorns. The Magical Unicorn Quest: Mystical Gear is an expansion to Magical Unicorn Quest. The base game is required in order to play. Components: 15 Mystical Being Cards 30 Mystical Gear Cards 6 player reference Cards 1 Rulebook -description from publisher's website

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Marvel Dice Throne: Scarlet Witch v. Thor v. Loki v. Spider-Man

Marvel Dice Throne: Scarlet Witch v. Thor v. Loki v. Spider-Man

In Marvel Dice Throne , you become one of eight of Marvel's most famous heroes, including Black Panther, Captain Marvel, Black Widow, Scarlet Witch, Loki, Thor, Doctor Strange, and Miles Morales Spider-man! Every Marvel Dice Throne hero was painstakingly designed and balanced to provide the most thematic experience possible, allowing you to truly embody your favorite heroes like no other game. Featuring all-new mechanisms and asymmetrical designs, these are our most innovative and exciting heroes yet. Marvel Dice Throne is a heart-pumping, fast-playing game of skilled card play and dice manipulation supporting multiple modes of play, including 1v1, 2v2, 3v3, 2v2v2, or free-for-all. Attack your opponents and activate abilities by rolling your hero's unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate's, or even your opponent's). All 8 heroes are compatible with the entire Dice Throne ecosystem Use upgrade cards to improve your hero abilities as the game progresses Play action cards strategically to manipulate dice and surprise your foe Features a deluxe, highly functional, Battle Chest storage system Each hero in the Battle Chest has their own beautiful set of custom swirl dice —description from the publisher

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Marvel Villainous: Infinite Power

Marvel Villainous: Infinite Power

Dominate the Marvel universe as an iconic comic book villain! Each villain follows a unique path to victory; each uses different abilities to face other villains and mighty heroes from across the universe. Choose Hela, Killmonger, Taskmaster, Thanos, or Ultron and fulfill your dark destiny! In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played. With beginner and advance options, this game is an adventure for the whole family! —description from the publisher

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Marvel Villainous: Mischief & Malice

Marvel Villainous: Mischief & Malice

In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played. Marvel Villainous: Mischief & Malice is a standalone game that can also be combined with the Infinite Power base game. This "expandalone" feature three playable Marvel villains who each have a different goal to achieve in order to win: Loki needs to collect and spend ten "Mischief", while Madame Masque needs to defeat eight Marvel heroes, and M.O.D.O.K. must activate the Cosmic Cube.

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Marvel Villainous: Twisted Ambitions

Marvel Villainous: Twisted Ambitions

In Marvel Villainous: Infinite Power, players move their villains to different locations within their domain, carry out the actions there, and deal twists of fate to their opponents from a shared fate deck. Three different game modes allow players to scale the difficulty of their game by facing more or fewer events — situations that extract a heavy toll on villains until they are resolved the only way villains know how. Specialty cards add to each villain's ability, making them even more formidable as more specialty cards are played. In Marvel Villainous: Twisted Ambitions, players can forge their own twisted paths to victory as Doctor Octopus, Titania, and Kang the Conqueror. To win as Doctor Octopus, players must complete five schemes, such as defeating Spider-Man or amassing and paying power. Those who pick Titania will need to gain strength to become empowered and defeat She-Hulk. Finally, Kang the Conqueror will require players to unleash variants of Kang into other villains' decks and conquer four locations in other villain domains with robot duplicates. Each of the characters in Marvel Villainous: Twisted Ambitions can be played on their own or be mixed and matched with villains from previous Marvel Villainous releases.

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Matching Lions

Matching Lions

How to Play: At the start of the game, deal each player 5 cards. At the start of your turn, draw a card. If at any time you run out of cards, replenish your hand by drawing five more cards from the deck. On your turn you may place one herd animal face up in front of you, either a zebra or an antelope. When you have 5 of one kind in front of you (5 zebras or 5 antelopes), you win the game. After you play your herd animal, you may play one action card from your hand. Lions, elephants and giraffes are your action cards. To play a lion, place it face up in front of you. When you have played a second lion, you now have Matching Lions. Your matching lions can be used to chase away two animals from one other player’s herds. They can chase away 2 zebras, 2 antelopes, or 1 zebra and 1 antelope. The animals all go into the discard pile. You may use your matching lions on the turn you play the 2nd lion, or you may wait and use them on another turn, after playing your action card for your turn. If you gather several pairs of matching lions in front of you, you may use them all on one turn to chase away other players’ herd animals if you choose. When you play an elephant, everyone, including you, must pick up their lions and put them back in their hand. The elephant then goes to the discard pile. When you play a giraffe, you may choose any other player and view all the cards in their hand. The giraffe then goes to the discard pile. Other animals: The hippopotamus is a defense card. Play the hippopotamus to block a pair of lions from chasing away any of your herd animals. The hippopotamus and the pair of lions all go to the discard pile. The hyena is automatically played when it is drawn. All herd animals migrate left, meaning your herds go to the player to your left, that person’s herds go to the player to their left, and so on until every herd has migrated. The hyena goes to the discard pile, and you get to draw again and start your turn. (If you choose, you may use the hyena as an action card instead.) When the last card from the deck is drawn, the discard pile is shuffled and replaced as the deck.

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Matching Manatees

Matching Manatees

A memory card game of trying to get your manatees home avoiding getting hit by the boats. "The cards are set up in a 5x5 grid. This is the "ocean" where the manatees are swimming. The 4 corners is where the "home" cards go and the very center is a stack of shuffled boat cards that should be face up. All other spaces should each have stacks of two manatee cards on them face down. " "On your turn, you... ----1. Flip over two manatee cards. If they match, leave them face up. If they do not match, turn them face down again. (OR: if there is a stack of two face-down manatee cards adjacent to an empty space with no manatee cards, you may move the top card from the stack of two into the empty space instead of flipping any cards over.) ----2. If any of YOUR manatees are face up, you may move one of them toward their home location. If you have face up manatee cards that are adjacent to each other, any adjacent manatee can follow the card that moved by moving into the space it just left, and an adjacent manatee can follow that card, and so on. Manatees move up/down and left/right but not diagonal. If a manatee makes it home, that manatee is safe and counts as a point toward winning. ----3. If you moved a manatee you have to move a boat one space too (unless there are no boats left). The boat has to go toward the location matching the manatee on the card, moving up/down and left/right but not diagonal. If the boat lands on the same space as any face-up manatee, the manatee is removed from the game. The boat only moves one space per turn, even if several manatees moved by following the manatee you initially moved. When the boat makes it to the home location, the boat is out of the game. (Note: You can play competitively or cooperatively. You can move the boats to take your opponents manatees out of the game on purpose or you can work together to have none of the manatees get hit by boats. Players keep taking turns until one of the players has all of their manatees out of the game, either from getting hit by a boat or making it safely home. At this point, players should count up all the manatees they got home. Each manatee counts as one point. Whoever has the most points wins."

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Mystery Rummy: Al Capone and the Chicago Underworld

Mystery Rummy: Al Capone and the Chicago Underworld

Mystery Rummy: Al Capone and the Chicago Underworld, the fourth title in the Mystery Rummy series, introduces some elements of Canasta with players scoring bonuses for collecting complete sets. Sets have varying numbers of cards in them, from Mike Heitler with four cards up to Al Capone with eight. The four types of gavel card make cards accessible everywhere: ";Agent Meeting"; searches other players' hands, ";Eliot Ness"; searches the deck, "Search Warrant" looks in the discard pile, and "Raid" allows you to take an opponent's already melded cards, provided you have at least three melded. All these mechanisms help make completing entire sets for their bonuses something you can reasonably strive for – while also putting you on guard against your opponent doing the same.

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Mystery Rummy: Escape from Alcatraz

Mystery Rummy: Escape from Alcatraz

Alcatraz Island is home to one of the most formidable federal prisons ever conceived. In its history, no one was ever acknowledged as having escaped from the prison. As guards, it's your job to foil escape attempts by gathering information on plans and capturing the ringleaders. Mystery Rummy: Escape from Alcatraz, game #5 in the "Mystery Rummy" series from Mike Fitzgerald, consists of 129 cards in two decks: the Plans Deck of 84 escape plan cards and 14 escapee cards, and the Action Deck of 31 action cards. The goal of the game is to earn points by helping foil escape plans. Players gather information by melding matching plan cards or playing off an existing plan. When players collect eight matching plan cards and identify the plan's mastermind, they can foil the escape plan, capture the culprit, and score points. The first player to reach 100 or more points at the end of a round wins.

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Mystery Rummy: Jack the Ripper

Mystery Rummy: Jack the Ripper

This game attaches an interesting theme to a fairly standard Rummy framework. Playing Victims, Suspects, Scenes, and Evidence-melds, players try to build a case against various suspects for the famous Jack the Ripper serial murders. Whichever suit has the most cards played in it when a player goes out is the guilty party, but if all the Victim cards come out before the end of the game, the Ripper might escape, giving the player who produced that card a significant point allowance. This is #1 in the Mystery Rummy series.

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Mystery Rummy: Jekyll & Hyde

Mystery Rummy: Jekyll & Hyde

It's still rummy at heart, with multiple suits of 5 cards each, with the twist being that the suits are designated J for Jekyll, H for Hyde, or J/H for suits that count as both Jekyll and Hyde. The unique mechanism in this version of MR is that there is a two sided card (the 'identity card') on the table next to the draw deck, which has Jekyll on one side, and Hyde on the other. At the start of the game, Dr. Jekyll is showing, but this can change if a "potion" card is played (one of the three gavel cards, cards you can only play one of on your turn). You then flip the identity card over, and draw 2 cards from the draw deck. This is important, because you can only play melds whose suit matches the identity that is currently showing. The identity card is important in scoring as well, because any melds that match the identity card when scoring count double, and during scoring if all your meld suits match the current identity card, you shut the other player out! This makes for a tense endgame, especially if you're trying to go for a shutout, because there is a card 'transformation that can change the value of your or an opponents meld from one suit to another. Add in one more gavel card type ('work in lab') which lets you draw three cards from the draw deck and keep one, or the top of the discard pile, but only if the card you take matches the identity currently showing. The round ends when one player goes out, and scoring then occurs. Cards in your hand count as negative points. This is #3 in the Mystery Rummy series.

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Mystery Rummy: Murders in the Rue Morgue

Mystery Rummy: Murders in the Rue Morgue

The second Mystery Rummy game. In this one players investigate the murder from the Edgar Allan Poe story. The basic mechanics (evidence card melds, gavel cards, etc.) are similar to the first Mystery Rummy game, but this one adds a hidden "kitty" in which players secretly place cards throughout the hand. The first player to go out (before the draw deck is exhausted) wins the kitty in addition to their regular melds. Can be played as a partnership game with 4 players.

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Phase 10

Phase 10

A rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the fewest number of points wins.

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Quarantine Z

Quarantine Z

Quarantine Z is a survival card game for 3-5 players. It takes place in a town, city or neighborhood that has been infested with a Zombie outbreak. The Department of Inexplicable Events has placed the area under quarantine; nothing can get out of the area until the zombie threat runs its course. One player plays as the Zombies, whose goal is to kill all Survivors. The remaining Players are Survivors, whose goal is to collect supplies and find shelter to outlast the zombie threat and the quarantine. Survivors win if they are still alive when the Zombie Player runs out of cards in the Zombie Deck, and the Zombie Player's hand is empty. Each Survivor has 3 life, and they can be hurt by either Zombies, or other Survivors. By playing Supply cards while they are at a Shelter, Survivors "wait a week" and the Zombie player is forced to discard cards. Survivors travel from location to location collecting Supplies and Munitions and killing or evading zombies placed in their path by the Zombie player. They must also watch out for the other Survivors who may at any time, betray them to steal their food and supplies, or use them as a distraction to save themselves.

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Racko

Racko

The object is to score points. Each round, you replace cards in your rack so their numbers read in any numerical progression from a low number at the front to a high one at the back (the racks hold the cards behind each other); achieving this ends the round. The cards are numbered from 1 to 60; you initially place them in your rack in the order they're dealt. On your turn, you draw from the deck or the discard pile, swapping the card with one from your rack. The original publisher was Milton Bradley. Re-implemented by: Super Rack-O Racko Plus

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Scrimish Card Game

Scrimish Card Game

Scrimish is a fast moving card game that pits player against player in an epic 10 minute battle of strategy, memory, and misdirection. Every game is different, and you'll want to play over and over again to try new ways of outsmarting your opponent. The game is expandable to large team or free-for-all games. The objective of the game is to uncover and attack your opponent’s Crown Card with one of your own cards. Each player places 5 piles of 5 cards each face down in front of them. The crown card should be hidden on the bottom of one of the 5 piles. The rest of the cards may be arranged however you like, but choose carefully. A bad setup can quickly give your opponent the upper hand. Game play: Players take turns attacking by selecting the top Card from one of their Piles and laying that Card face up in front of one of their opponent’s Piles. The defending player must then reveal the top Card of the Pile that was attacked. The Card with the lowest number value loses and is discarded. The winning Card must be returned face down to the top of the original Pile it was drawn from. If the two Cards have the same number value, both Cards are discarded. Play continues until one of the players attacks their opponent’s Crown Card, winning the game. Special cards: Archer Card: If you attack with an Archer Card, it always wins. If your Archer Card is attacked, it always loses. Shield Card: Shield Cards cannot be used to attack. If your Shield Card is attacked, both your Shield Card and your opponent’s attacking Card are discarded (except for Archer Cards - see Additional Rules. Crown Card: You can attack with your Crown Card. If you attack your opponent’s Crown Card, you win. Otherwise, you lose the game

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Scrimish: Pillars of Eternity

Scrimish: Pillars of Eternity

Scrimish is a fast moving card game that pits player against player in an epic 10 minute battle of strategy, memory, and misdirection. Every game is different, and you'll want to play over and over again to try new ways of outsmarting your opponent. The game is expandable to large team or free-for-all games. The objective of the game is to uncover and attack your opponent’s Crown Card with one of your own cards. Each player places 5 piles of 5 cards each face down in front of them. The crown card should be hidden on the bottom of one of the 5 piles. The rest of the cards may be arranged however you like, but choose carefully. A bad setup can quickly give your opponent the upper hand. Game play: Players take turns attacking by selecting the top Card from one of their Piles and laying that Card face up in front of one of their opponent’s Piles. The defending player must then reveal the top Card of the Pile that was attacked. The Card with the lowest number value loses and is discarded. The winning Card must be returned face down to the top of the original Pile it was drawn from. If the two Cards have the same number value, both Cards are discarded. Play continues until one of the players attacks their opponent’s Crown Card, winning the game. Special cards: Archer Card: If you attack with an Archer Card, it always wins. If your Archer Card is attacked, it always loses. Shield Card: Shield Cards cannot be used to attack. If your Shield Card is attacked, both your Shield Card and your opponent’s attacking Card are discarded (except for Archer Cards - see Additional Rules. Crown Card: You can attack with your Crown Card. If you attack your opponent’s Crown Card, you win. Otherwise, you lose the game

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SiXeS

SiXeS

SiXeS is about things that are similar and different. Play six rounds, thinking of six things each round and trying to predict what you will write that will match — or not match — what the other players write, depending on whether you are in a "match" round or a "unique" round. The player with the most points after six rounds wins. SiXeS is #6 in the E•G•G Series from Eagle-Gryphon Games.

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Sixis

Sixis

A dice game from Asmadi Games. Cards are dealt out, each having a specific requirement (such as roll two fives, roll 1-2-3, etc.) and worth a set number of points. Each turn you may roll your six dice and try to satisfy the requirement of a card--when you do, you may claim the card, or flip it over revealing a related but more difficult requirement that is worth many more points. Be careful, though, as your opponent may be the one to claim the more valuable card. In addition, each turn you may set aside any number of the results you obtained on your dice to work towards a card. Rolling six of a kind nets you a Sixis, ending the game.

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Sluff Off!

Sluff Off!

The gameplay for Sluff Off! follows the standard trick-taking formula: The cards are numbered 1-15 in five different suits, and blue is always trump. If someone leads a color, you must follow suit if you can; otherwise, you can throw off a card or trump the trick. It's an exact-bidding game, but you predict your tricks by taking colored chips. For each trick that you win, you toss a chip back. If you take a trick in a color for which you didn't have a chip, then you must take a black chip (worth -3 points). If you have any colored chips left at the end of the round, they're worth -2 points. If you have any white chips left at the end of the round (wildcards that you get when someone takes a colored chip away from you during bidding), they're worth -4 points. There's also the Sluffer, whose role is to feed unwanted tricks to other players. Instead of bidding tricks the Sluffer takes 4 black chips each worth -1 for him at the end of the hand. When players take tricks they didn't predict, they take black chips from the Sluffer. If the Sluffer feeds enough of the black chips to other players, it can zero out the Sluffer's score for that round.

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Spot It! Marvel

Spot It! Marvel

Spot it!, a.k.a. Dobble, is a simple pattern recognition game in which players try to find an image shown on two cards. Each card in original Spot it! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! Rules for different games – each an observation game with a speed element – are included with Spot it!, with the first player to find a match either gaining or getting rid of a card. Multiple versions of Spot it! have been published, with images in each version ranging from Halloween to hockey to baseball to San Francisco. The game is sold as Spot it! in the USA and Dobble in Europe, with slight differences between the two editions. Note: some versions have fewer cards and fewer symbols per card. (E.g. 30 cards with 6 symbols each.): Spot it! 1,2,3

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The Oregon Trail Card Game

The Oregon Trail Card Game

Description from the publisher: "Based on the classic computer game" According to the box: "You may: 1. Travel the trail 2. Work together to overcome calamities 3. Get at least one member of your party to Oregon 4. Stop and rest 5. Decide which of your friends will die of dysentery 6. Write your name on a tombstone What is your choice?" All sorts of gruesome deaths await you and the rest of your wagon party in this official multi-player card game version of the classic computer game. To win you’ll need to keep one player alive all the way from Independence, MO to the Willamette Valley. But between rattlesnakes, starvation, dead oxen, broken bones, dysentery, and a host of other calamities the odds are long... almost as long as the Oregon Trail itself. Players work together to move along the trail, fording rivers and playing Supply Cards to overcome calamities. But be warned--there will be times when it makes sense to let one of your wagon mates succumb to a calamity rather than expend precious supplies. And every time players go the way of all flesh, you'll flip over the roster card and write their names on tombstones (don't forget to include a quick epitaph). It's a great way to relive your fond memories of one of the world’s most beloved computer games, and to kill off your family and friends at the same time.

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Traitor Mechanic: The Traitor Mechanic Game

Traitor Mechanic: The Traitor Mechanic Game

In Traitor Mechanic: The Traitor Mechanic Game, players are automobile mechanics, all working together to fix cars. However, one of them has been hired by a rival auto-shop to undermine their efforts and make this auto-shop go bankrupt. You must work together, fix the cars, and attempt to reveal just which one of you is the...traitor mechanic.

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Trick-Taking: The Trick-Taking Game

Trick-Taking: The Trick-Taking Game

The world's greatest magicians have been assembled to establish who is the best illusionist of all time — but as with all great magic, there is much sleight-of-hand afoot, and the magicians in Trick-Taking: The Trick-Taking Game will use cunning and great mentalist powers to steal each others' tricks!

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Trick-Taking: The Trick-Taking Game – Clairvoyant promo

Trick-Taking: The Trick-Taking Game – Clairvoyant promo

Promo pack of 7 Clairvoyant cards for Trick-Taking that were included as part of the Meta Games II Kickstarter. These should be put in the deck at the start of the game and 7 random cards removed after shuffling. When played, the Clairvoyant card effect allows the player to look at three random cards from another players hand.

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UNO

UNO

Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit. UNO is a commercial version of Crazy Eights, a public domain card game played with a standard deck of playing cards. This entry includes all themed versions of UNO that do not include new cards.

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Uno Flip!

Uno Flip!

Uno Flip! is a twist on the classic Uno card game that adds a whole new layer of excitement with its double-sided deck. Each card has a “light side” and a “dark side,” and players begin the game using the light side as in traditional Uno. However, when a special Flip card is played, the entire deck—including players’ hands—must be flipped to reveal the dark side. This mechanic introduces new colors and tougher action cards, such as “Draw Five” or “Skip Everyone,” which can dramatically change the flow of the game. The flip element keeps players on their toes, ensuring that no lead is ever truly safe.

The game retains the familiar goal of being the first to play all your cards, but the added unpredictability makes Uno Flip! especially engaging for families and groups. The dark side’s harsher penalties and powerful moves create dramatic swings, while the light side offers a more forgiving pace. This balance of chaos and strategy makes the game fast, fun, and highly replayable. Uno Flip! is recommended for ages 7 and up, and like its predecessor, it thrives on laughter, surprises, and the thrill of shouting “Uno!” at just the right moment.

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UNO Ultimate

UNO Ultimate

If you can't be a Superhero at least you can play UNO like one! Each player chooses the identity of a Marvel character who has powers you can use on EVERY TURN! After you choose your character, you play the game with a corresponding Character Deck. In the UNO Ultimate card game you match colors, numbers, and symbols just like classic UNO. Each Character Deck has special power and Wild Cards designed just for that character. There's also a Danger Deck with "Event" cards and "Enemy" cards that can really change the game! Like any great superhero battle, there's gonna be a lot of powers and stuff lying around, so buckle-up and pay attention! There are also two ways to win! Get rid of all your cards in your hand or be the last player standing with cards in their character deck. Collectible foil cards in each box. Don't forget to call Uno when down to 1 card! Characters: Black Panther Black Panther is in it for the long haul by trying to stay in the game as long as possible. As Black Panther's ability comes from defeating Enemies, you will want to hold onto your Danger Icon Cards and play them when you have cards in your Burn Pile. You might not always get an Enemy when you play them but you don't want to waste the chance at recovering cards early on by defeating Enemies. Captain Marvel Captain Marvel is always looking for the right strategy to do the most damage. With her character power letting her always have the right color to play, use it to never miss your plays. Change the color when you can to prevent other players from being able to defeat their attacking Enemies. Sometimes you may want to use her power to change the color to play a powerful Action Card such as Skip or Draw Two. Iron Man Iron Man always likes to be on the attack. Iron Man wants to burn as many cards as possible from the other players decks, and try to eliminate multiple players at a time to win. So, you want to play as many Danger Icon Cards as you can to keep the pressure on. Keep in mind that every time you play a Danger Icon Card you will have to flip a Danger Card. Thor Thor is great at attacking other players and trying to eliminate them one at a time. When playing as Thor you want to decide either to focus on one player at a time or spread out your Wild Cards to affect all players. That means when you play your Wild Cards you want to make sure you are using them to change the active color o get the most effectiveness out of your character power.

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UNO: All Wild!

UNO: All Wild!

UNO All Wild plays just like traditional UNO except every card is wild. That means instead of having to matching color and number, you can play any card you want. The goal is the same: be the first player to get rid of all your cards. But it gets complicated thanks to the addition of new action cards that let players strategize and make sure no one goes out too soon. —description from the designer

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Walk the Plank!

Walk the Plank!

In Walk the Plank!, players represent the worst pirates in a captain's crew. The captain has rounded you all up because you're all lazy and stupid and simply not worth the rum and loot you get paid. That said, the captain has decided he's willing to keep two of you in his crew. To prove you're worthy, you will fight amongst yourselves, trying to shove other players' pirates off the end of the plank while keeping yours alive! In game terms, each round players secretly stack three of their ten action cards, then they take turns revealing and playing those actions one by one no matter what's gone wrong between the planning and the doing. If you plan to have a pirate shove someone off the plank on your third move and all he sees are his own best mates, he will still shove away! Some cards bear a skull on them, and these powerful cards must remain on the table the round after they're played, but otherwise players then pick up their action cards and start a new round. As soon as two or fewer pirates remain on board, the game ends and the owner (or owners) of these pirates win! Watch out, though, as sometimes every pirate will end up in the drink, which means that no one wins other than the sharks circling in the water below...

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White Elephant

White Elephant

Some may know the classic White Elephant gift exchange game as Yankee Swap, Dirty Santa, Thieving Secret Santa, or Parcel Pass. The White Elephant Card Game simulates this classic holiday game in a quick, light family card game. In the White Elephant Card Game you play the part of a no-good cheapskate, unwilling to spend a measly dime on the people on your gift list. However, you will be attending several White Elephant parties. You can take some junk from your attic and exchange it for treasures to give as gifts. If you “play your cards right” you could fill your gift list for free and no one will be the wiser! Each player has a Gift List Card, a list of three people for whom to acquire gifts. The Gift Cards in their hand constitute their “attic”. There is one “White Elephant Party” for each card in a player’s attic. For each “party” a player “brings a gift to the party” by placing one Gift Card from their hand facedown on the table in front of them. The first player begins by selecting one of the gifts and “opens” it by turning it face up. The next player may then select a new gift, or “steal” an opened gift by taking a face-up Gift Card from a player who has an open gift. When a player steals an open gift they hold it in their hand until a new gift is opened. This way a gift may be stolen only once until a new card is turned over. When a new card is turned over all stolen gift cards are placed face up so the next player may steal any opened gift. This continues until the last gift is opened. At this point each player keeps the gift they have and a new party begins. This continues until all of the Gift Cards have been played. At the end of the game each player counts only the one highest-numbered Gift Card they received that matches each color on their gift list. The total of these cards is the player’s final score. The player with the most points wins.

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Zoodlums

Zoodlums

In Zooligans card game players take on the role of zookeepers trying to find animals to complete their exhibits. In so doing, they attract visitors to make the best zoo. The game is set up with a three exhibit goals, such as "4 or more reptiles" or "3 or more rainforest animals" that are central to all players. In addition, players have a secret continental theme, scoring them bonus visitors for animals from their continent. When the game begins, players start with a hand of three animal cards. Each turn, players can bid on a worldwide animal in the auction. Then they play a card adding it to their zoo. When a player has all the animals to complete an exhibit goal, they can form the exhibit, attracting a number of visitors. At the end of the game, the points are tallied, and the player with the most visitors wins.

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