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Codenames: Pictures Codenames can now be played with Pictures! Whimsical, mind-twisting illustrations are used instead of word cards. Can you find one word that ties your team's pictures together?

Can be played with or instead of the original Codenames. The rules of the game are the same: Two rival spymasters give one-word clues that can point to multiple pictures on the table. Their teammates try to guess pictures of their color while avoiding those that belong to the opposing team.


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Spyfall 2 Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!

Spyfall 2 features the same gameplay as Spyfall with two important changes: (1) Enough location cards are included that the upper player count is now twelve instead of eight, and (2) two spies can be found at each location, giving all of the non-spy players more of a challenge when it comes to tracking down who doesn't belong.


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America In which year was Close Encounters first in theaters?
• Which state gets the most snow each year?
• How many albums has Madonna sold?

It's likely that you don't know any of these facts, but you might have a rough idea, and that's good enough because America is a party game in which being close counts. And what if you have absolutely no idea what the answer is? Take advantage of your friends who do know. And if you realize that no one (including you) seems to know what the answer is, you can bet against everyone!

In America, each player uses their knowledge of pop culture, food, products, games, sports, and United States history to score more points than their opponents. If your opponents know something that you don't, you can leverage their knowledge to your advantage, scoring more than them with clever play. The cards have full color clues to help you, as well as interesting factoids for every question in the game. With almost one thousand questions covering more than three hundred topics, America will be a favorite for family and friends for a long time!


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Apples to Apples Party Box The party game Apples to Apples consists of two decks of cards: Things and Descriptions. Each round, the active player draws a Description card (which features an adjective like "Hairy" or "Smarmy") from the deck, then the other players each secretly choose the Thing card in hand that best matches that description and plays it face-down on the table. The active player then reveals these cards and chooses the Thing card that, in his opinion, best matches the Description card, which he awards to whoever played that Thing card. This player becomes the new active player for the next round.

Once a player has won a pre-determined number of Description cards, that player wins.


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Avenue Avenue is a quick and exciting family game that can be played with up to ten players with very little downtime. Players draw a network of roads on their player sheet, trying to connect their farms and castles to grapes. Each round, a card is drawn that shows which type of road the players must draw. Some cards are marked as scoring cards, and when the fourth scoring card is drawn, a new farm is scored. The order in which the farms are scored is revealed one-by-one throughout the game, so players must constantly adapt their strategies.

When a scoring takes place, you score points for every grape that your farm is connected to — but you shouldn't be too greedy because if a farm is not connected to more grapes than your previous farm, you lose points! Scoring many points early will therefore make things difficult later. This keeps the game exciting until the end.


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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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Bang! The Dice Game In the U.S. wild west, the eternal battle between the law and the outlaws keeps heating up. Suddenly, a rain of arrows darken the sky: It's an Indian attack! Are you bold enough to keep up with the Indians? Do you have the courage to challenge your fate? Can you expose and defeat the ruthless gunmen around you?

BANG! The Dice Game keeps the core of the Bang! card game in place. At the start of the game, players each take a role card that secretly places them on a team: the Sheriff and deputies, outlaws, and renegades. The Sheriff and deputies need to kill the outlaws, the outlaws win by killing the Sheriff, and the renegades want to be the last players alive in the game.

Each player also receives a character card which grants him a special power in the game. The Sheriff reveals his role card and takes the first turn of the game. On a turn, a player can roll the five dice up to three times, using the results of the dice to shoot neighboring players, increase the range of his shots, heal his (or anyone else's) life points, or put him in range of the Indians, which are represented by nine tokens in the center of the table. Each time a player rolls an arrow, he takes one of these tokens; when the final token is taken, each player loses one life point for each token he holds, then the tokens are returned to the center of the table.

If a player collects a trio of Gatling symbols on the dice, he fires one shot at everyone else and rids himself of Indian tokens. Who'll get his shot off first? Play continues until one team meets its winning condition – and death won't necessarily keep you from winning as long as your teammates pull through!
3-9 Players
Ages 8+
15 minutes


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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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But Wait, There's More! Have you ever wanted a glass, that stops messy accidents before they happen, or pants, that provide relief at the touch of a button? In But Wait, There's More!, players pitch wacky products to each other for fun and profit. At the start of the game, each player receives three "Feature" cards. Each round starts with one Product card being revealed from the deck, e.g., guitar. Each player in turn has thirty seconds to play one of their Feature cards – say, "Helps you fall asleep and stay asleep" – and pitch their own version of a guitar. At some point during these thirty seconds, this player must say, "But wait, there's more!", then reveal the top Feature card from the deck – say, "great for parties" – and incorporate that Feature into their product. Once all players have pitched their unique version of a guitar, everyone votes simultaneously for which pitches they liked the best. The top vote getter after three rounds wins the game! With six or more people, play in teams, with the first player on a team starting the pitch with one of his Feature cards and the second player finishing the pitch with a Feature card of her own, but neither player knows what the other Feature is until they are revealed!
3-10 Players
Ages 8+
30 Minutes

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But Wait, There's More!: Sixth Player Expansion What's better than five players playing But Wait, There's More? Six players playing But Wait, There's More! This expansion comes with enough vote cards to play with sixth players. But Wait, There's More! It also comes with a sixth company card! If you play the team variant in the rules, you can play with up to twelve players!
3-12 Players
Ages 8+
30 minutes


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But Wait, There's More!: That's the Best Part Expansion Are you such an expert pitchman that you can sell ice (that attracts beautiful butterflies all summer long) to Eskimos? Then the But Wait, There's More!: That's The Best Part! expansion for you! Every good pitchman lets his audience ask questions, and that's precisely what this expansion adds! After each pitch, the next player plays their "That's the Best Part!" card, which contains a curious question such as "What happens if Grandma can't lift it?" or "What happens if it induces vomiting?". The pitching player responds with a confident "That's the Best Part!" and has to continue their pitch, quickly improvising an answer! This add-on expansion contains forty new cards and brings a wonderfully entertaining new aspect to But Wait, There's More! Base game is required to play.
3-10 Players
Ages 8+
30 minutes


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Camel Up In Camel (C)up, up to eight players bet on five racing camels, trying to suss out which will place first and second in a quick race around a pyramid. The earlier you place your bet, the more you can win — should you guess correctly, of course. Camels don't run neatly, however, sometimes landing on top of another one and being carried toward the finish line. Who's going to run when? That all depends on how the dice come out of the pyramid dice shaker, which releases one die at a time when players pause from their bets long enough to see who's actually moving!
2-8 Players
Ages 8+
30 minutes


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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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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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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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Coup In the not too distant future, the government is run for profit by a new royal class of multi-national CEOs. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation. Out of the oppressed masses rose The Resistance, an underground organization focused on overthrowing these powerful rulers. The valiant efforts of The Resistance have created discord, intrigue and weakness in the political courts of the noveau royal, bringing the government to brink of collapse. But for you, a powerful government official, this is your opportunity to manipulate, bribe and bluff your way into absolute power. To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive.
2-6 Players
Ages 10+
15 Minutes

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Coup: Rebellion G54 In Coup: Rebellion G54 (G54), the last player with influence in the game wins, with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power, and the deck is formed by three iterations of each role for fifteen cards total.

A player starts the game with two coins and two influence cards – i.e., two face-down character cards. On your turn, you can take any of the actions of the five characters in play, regardless of which characters you actually have in front of you, or you can take one of two general actions:

Income: Take one coin from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influence – that is, a face-down character – wins the game!

Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanisms and rules, but with a variable deck of 25 characters, and in each game you choose to play with five out of the 25, so the relative power and advantage of each character changes from game to game. This is more of a gamer's game than the original Coup as you can create a deck to increase bluffing, deduction, negotiation or luck.
3-6 Players
Ages 14+
15 minutes


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Coup: Reformation Expansion Driven by their successes, the resistance has gained popular support and entire regions are in open rebellion. In a desperate attempt to stay in control, some government leaders are publicly supporting the reforms demanded by the resistance. But allegiances are constantly shifting, and can be bought for the right price. The opportunity for intrigue and bluff has never been greater. The cost of failure couldn't be higher
This is not a stand alone game. You must have Coup in order to play.
2-10 Players
Ages 10+
15 minutes


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