A game that primarily uses social interaction as the basis for gameplay.
A unique party game in which every player gets to draw and guess during each round. Players race against each other to complete their drawings and get in their guesses first. But be careful not to go too fast, because you’ll lose points for making the most incorrect guesses and if other players fail to identify your picture.
Players take turns, flipping cards one at a time, looking for matches, and being ready to race their opponents to claim a pair. Your match might be stolen though if a third card is drawn from the deck that matches that design: so watch out!
Draw a card and build the prompt, using the wide range of building pieces provided for you in the game. Select 'how cards' which place restrictions on you as you build in order to earn extra points. Collect enough cards to spell 'BILDER' to win the game.
In the cooperative party game Just One, one player is trying to guess a word. The other players each write down a one word clue, compare them, remove any that match, and then show the remaining words to the guesser. Can she figure out the word? Or did too many clues match and there’s not enough left to go on?
Players divide into two teams. The intelligence officer on each team uses picture cards to give clues to their teammates in real time, directing them around the city, as they race to find clues and be the first to solve the crime, all while avoiding the cops!
Bluffing, deduction, and push-your-luck all come together to present a light, tense game, that’s all about trying to push your opponents a step too far — while never going overboard yourself.
Each round, one player takes on the role of a dreamer, closing their eyes and trying to guess the words listed on the dream cards based on the one word clues given by the other players.
But not all the players want the dreamer to guess correctly! While the fairies will give accurate clues, the boogeymen try to mislead the dreamer, and the sandman hopes to achieve balance in the dreams, alternating between good clues and bad ones.
Two teams of codebreakers compete to crack the other team’s codes while correctly identifying their own. Each team has a series of code words each associated with a number. Every round, a member of your team will draw a card with three numbers on it and must give clues associated with the code words, to help your team guess the numbers. Be careful! The other team is listening to your clues and will have a chance to guess the number as well.
An alien visitor, a kid, and government agents: who will the visitor trust?
The visitor determines a secret rule that decides what cards he will accept and which he will reject. The kid and the agent attempt to deduce the rule by submitting cards as tests. The kid and visitor win and lose together, while each agent player wins alone.