Board Games / Party Games

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Deception: Murder in Hong Kong Deception: Murder in Hong Kong is a game of deduction and deception for 4-12 players which plays in about 20 minutes. In the game, players take on the roles of investigators attempting to solve a murder case – but there’s a twist. The killer is one of the investigators! While the Investigators attempt to deduce the truth, the murderer’s team must deceive and mislead. This is a battle of wits! Find out who among you can cut through deception to find the truth and who is capable of getting away with murder!
4-12 Players
Ages 14+
20-30 minutes


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$29.99
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One Night Ultimate Werewolf No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.

This game can be combined with One Night Ultimate Werewolf Daybreak.
3-10 Players
Ages 8+
10 minutes


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$16.49
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Bang! The Bullet! This special edition of Bang! contains each card from the original game as well as all three expansions; High Noon, Dodge City, and A Fistful of Cards. On top of all of that you'll get new characters, new cards and a new sheriff's badge! This exciting card game re-creates all the action of a good old-fashioned spaghetti western! So shuffle up and Draw!
3 - 8 Players
Ages 8+
20-40 Minutes
$27.99
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Cards Against Humanity Core Set "A party game for horrible people."

Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.

This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".

In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.


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Knit Wit Knit Wit is a word game along the lines of Scattergories, with players trying to think up unique answers to particular categories in order to score points, but instead of using fixed categories, players generate their own categories while playing the game.

To set up, each player takes numbered spools and looped strings based on the number of players, along with an answer sheet. A number of bonus buttons, which have 1-4 holes, are stacked on the table, again based on the number of players. Going clockwise around the table, each player (after the first) places one loop on the table so that it surrounds exactly one spool, then draws a word tag from the box and attaches it to this loop, then places one spool in one section of loop(s) that has no spool in it. (Think of a Venn diagram; two overlapping circles form three sections, with one section having both circles in common and two sections being part of only one circle.)

Once all of the spools have been placed, everyone races to think of words, names, or phrases for each spool based on the word tags associated with that spool. If a spool has three loops around it, for example, it has three words associated with it, and your answer must relate to those words in some manner.

As soon as someone has finished or can't think of more answers, they grab the topmost button on the stack (the one with the most holes). Once the final button is grabbed, players can't write more answers. Players then compare answers, crossing out those they have in common with someone else, then scoring points for the remaining answers; each answer is worth as many points as the number of loops around the spool with the same number. Buttons are worth as many points as the number of holes they have, and whoever has the highest score wins.
2-8 Players
Ages 8+
15 minutes


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$23.99
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Telestrations Each player begins by sketching a TELESTRATIONS word dictated by the roll of a die. The old fashioned sand timer may limit the amount of time they get to execute their sketch, but it certainly doesn't limit creativity! Time's up! All players, all at the same time, pass their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess -- which hopefully matches the original word (or does it??) -- to the next player who must try to draw the word they see -- and so on.

"Telestrations contains eight erasable sketchbooks and markers, a die, a 90 second sand-timer and 2,400 words to choose from."
4-8 Players
Ages 12+
30 minutes


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$23.99
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Telestrations: After Dark Everything's better after dark! Our favorite party game is all grown up. Telestrations After Dark is the adults only version of the #1 LOL party game Telestrations. Draw what you see then guess what you saw for hilarious, weird, irresponsible and just plain wrong outcomes. Telestrations After Dark is "adults only" miscommunication at its best!
4-8 Players
Ages 17+
20-30 minutes


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$23.99
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Flick 'em Up! (Plastic Version) As dawn breaks, you plant your spurs in the dirt outside the town bank. With a loaded gun in your holster, there`s only one question that needs answering: who are you fighting for? The Sheriff, who fights to protect all that`s good and pure? Or the Cooper Clan, who fight because it`s fun and profitable? They don`t call it the Wild West for nothing! In the disc-flicking game Flick `em Up!, you can become an outlaw and rob banks, free prisoners, and attack innocent bystanders...or become the Sheriff and try to protect the people of your city from these bandits!


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$22.99
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New Salem New Salem is a hidden identity, drafting, deduction, and set-collection game where players are 17th Century founders of New Salem where they hope to escape the pestilence-filled streets of Salem during the infamous witch trials. Righteous players need to keep the witches at bay and construct specific types of buildings while witches add pestilence to the new town without detection. If righteous players can keep pestilence at a minimum, the one who scored the most victory points will win, but if there is too much pestilence, the witch who was the most evil will win.

The jaw-dropping art envelops you in the rich theme while the simultaneous play of the drafting system keeps the game moving and scales elegantly between 3 and 8 players.
3-8 Players
Ages 14+
45 minutes


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$22.99
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Sheriff of Nottingham Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself! In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated! Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham! Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
3-5 Players
Ages 13+
60 Minutes

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$22.99
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Slash: Romance Without Boundries Slash is a card-based party game in which players compete to create the best romantic fan fiction pairing. Everybody gets a hand of their favorite characters from pop culture, history, and literature. The matchmaker selects one from her hand and places it face up on the table. For a bit more storytelling the matchmaker can request that each player narrate some portion of the relationship they are attempting to create. Maybe it's the first date, or their wedding day or describing the moment when they realized they belonged together. Each player in turn selects a possible 'ship for that character using a card from their hand, narrating as necessary and hoping that the matchmaker chooses theirs. But, if she doesn't, you can always narrate the tale of this destined connection to win the favor of the table and overrule the matchmaker. Play continues until one player has accumulated 20 points worth of characters.BR>

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$19.99
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Bunny Bunny Moose Moose Once again, the hunter prowls the forest. All the animals flee in terror! Well, not really. Only a dumb animal would call attention to itself. In our forest, the animals are smart, otherwise their heads would be decorating the hunter’s mantelpiece. Our animals just casually saunter away, while convincing the hunter that he must be looking for something else. “Are you hungry for rabbit, Mr. Hunter? Well, you see, I’m a moose. Oh, no, not a moose with antlers like that…” In this merry game, players take on the roles of rabbits and moose. While the hunter strolls through the forest, players are trying to look like an animal the hunter won’t shoot. And because they do so by making rabbit ears or moose antlers of various shapes on their heads, the spectators enjoy the game as well as the players. Game contents: 6 player cards (1 in each color) 15 trail cards 111 scoring cards 12 figures (1 rabbit and 1 moose in each color) 1 sheet with a poem on each side 1 rules
3-6 Players
Ages 9+
20 Minutes

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$18.99
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Crossing In Crossing, you have to collect gemstones, but players make their choices simultaneously and not everybody will get what they want when desires clash — and even if you are lucky during the initial confrontation, you aren't safe from the greediness of other players.

Through bluffing and cunning, you want to collect more gemstones than your opponents. To do this, you place a set of cards side by side on the table, with each card featuring a varying number of gems. When signaled, each player simultaneously places a finger on one of the cards. You collect the stones only if you are alone on the card!

3-6 Players
Ages 6+
15 minutes


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$16.99
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Dead Last Stay alive, gain a fortune...

Dead Last — originally known as Tontine — is a "social collusion" game of shifting alliances, betrayals, and murder for profit in which players must conspire and vote upon whom to kill each round. Any means of overt or covert communication is allowed — a glance, a nod, pointing under the table, flashing a card, anything – but make sure you don't tip off the target or they could ambush you instead! In the end, one or two players will remain, either claiming all the gold or squaring off in a final showdown before starting the next round of play. The first player to score 24 points of gold wins.

Thematically, the inspiration for the game is one of the oldest pulp fiction/detective novel tropes: the Tontine, a financial investment that accrues, but pays out only to the last surviving member of the group. This practice is now largely illegal as it famously had the tendency to lead to murder.

But it is the subtle art of communication that delivers the fun of the game and you conspire with each other. If you are the target of the most votes, you're dead, and if you did not side with the popular vote, you are also dead, so you constantly have to stay informed or deceive your target to band together without letting the target know. Wink, smile, kill — that's the whole game. As soon as someone asks, "Hey, wanna play Dead Last?", the game has already begun — and if you don't know who the target is, it very well could be you...


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One Night Revolution One Night Revolution (formerly One Night Resistance) is a super fast game of secret identities for 3 to 10 players that combines all the deductive and chaotically fun elements of the One Night Ultimate Werewolf series with more structured game play. The result is a very addictive game that is easy to learn and will be played over and over again.

Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night the Informants reveal themselves to one another — assuming any exist, that is, as at all player counts between zero and three Informants are in play — then all players complete their specialist action in a clockwise order (removing the need for a rigid script/app and reducing the potential to accidentally reveal your role). Specialist actions include gathering information, switching roles, and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant, the Rebels wins — but if the Informant(s) remain hidden, they win!
3-10 Players
Ages 14+
15 minutes


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$15.99
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Codenames Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.

In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.

Codenames: Win or lose, it's fun to figure out the clues.
2-8 Players
Ages 14+
15 minutes


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$13.99
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Cards Against Humanity 1st Expansion Following up on their successful Kickstarter campaign to get their game, Cards Against Humanity, professionally published, the creators are back with a card expansion that adds more hilarity for us horrible people that like to play.

In this card game, players take turns being the Card Czar, which means they will read a black question card or a fill-in-the-blank statement card. The other players will select a white answer card from the 10 in their hand that they think best or most humorously fits the question/statement. The Card Czar will then shuffle the answers and choose the one they like best, with that answer's owner receiving the black card as his "awesome point" for winning the round.

Once a player has at least one awesome point, they can wager an awesome point when giving a white answer card in order to throw in a second answer card, giving that player a better chance to be chosen. The winner of the round will receive the original black card as well as any that are wagered in that round.

Play continues until a pre-determined score is reached, or until everyone is tired from laughing so hard.

This expansion adds 20 black question/statement cards and 80 white answer cards to the deck as well as 12 blank cards for players to come up with their own card ideas.


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Cards Against Humanity 2nd Expansion The creators are back once again with another card expansion that adds more hilarity for us horrible people that like to play.

In this card game, players take turns being the Card Czar, which means they will read a black question card or a fill-in-the-blank statement card. The other players will select a white answer card from the 10 in their hand that they think best or most humorously fits the question/statement. The Card Czar will then shuffle the answers and choose the one they like best, with that answer's owner receiving the black card as his "awesome point" for winning the round.

Once a player has at least one awesome point, they can wager an awesome point when giving a white answer card in order to throw in a second answer card, giving that player a better chance to be chosen. The winner of the round will receive the original black card as well as any that are wagered in that round.

Play continues until a pre-determined score is reached, or until everyone is tired from laughing so hard.

This expansion adds 25 new black question/statement cards and 75 new white answer cards to the deck as well as 12 blank cards for players to come up with their own card ideas. And to top it all of, it's dolphin-safe!


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Cards Against Humanity 3rd Expansion The third expansion to Cards Against Humanity features 100 new cards – 25 black question/statement cards and 75 white answer cards – to be used with the base game, in addition to 12 blank cards.

In this card game, players take turns being the Card Czar, which means they read a black question card or a fill-in-the-blank statement card. The other players then select a white answer card from the ten in hand that they think best or most humorously fits the question/statement. The Card Czar then shuffles the answers and chooses the one he likes best, with that answer's owner receiving the black card as his "awesome point" for winning the round.

Once a player has at least one awesome point, he can wager an awesome point when giving a white answer card in order to throw in a second answer card, theoretically giving him a better chance to be chosen. The winner of the round receives the original black card as well as any that are wagered in that round.

Play continues until a pre-determined score is reached, or until everyone is tired from laughing so hard.


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$10.00
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I Hate Zombies Yet again, a ravening horde of horrible zombies has shambled forth to devour the living. It must be a day of the week that ends in ‘y’.

In I Hate Zombies., 2-12 players face off in a climactic battle for the very fate of the world that will last between 10 and 20 minutes. Some of the players will be the noble last survivors of humanity, while others will be dirty, wretched brain-guzzling zombies. To see who survives, they will engage in that time-honored tradition, that Sport of Kings...

Yes, that's right. Rock-Paper-Scissors. To the Death!

Although the valiant humans each have a special ability to aid them in their struggle to survive, the zombies are tougher to kill, and humans they kill turn into more zombies, and certainly let us not forget the spleen-churning stench.

While the game could be succinctly described as Rock-Paper-Scissors with special abilities, the abilities add some interesting decision making for the zombie players as to which humans to focus their brain munching beam on, and when. So, while the game uses the RPS mechanism, there are real and interesting decisions to be made which will have the zombies debating their strategy (or at least as well as their limited mental capacity allows).

If you hate zombies (and you should!), you'll find altogether more zombies than you're comfortable with in I Hate Zombies.

"I had all the guns, ammo, and canned food I could ever need. Why didn't anyone tell me I also needed to brush up on my bluffing skills?!"
-Last Words of Survivalist Joe

I Hate Zombies. is game #1 in the BGG Micro Series.


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