Cave Paintings
Cave Paintings is a drawing game in which you don't have to draw well to win. The game includes team rules for playing with more than seven people, as well as an advanced variant should you be more Cro-Magnon than Neanderthal...
Cave Paintings is a drawing game in which you don't have to draw well to win. The game includes team rules for playing with more than seven people, as well as an advanced variant should you be more Cro-Magnon than Neanderthal...
Patchwork Express features the same basic gameplay as Patchwork, but with a smaller playing area and with larger and less complex pieces.
In the game, each player tries to build the most aesthetic (and high-scoring) patchwork quilt on a personal 7x7 game board. To start play, lay out all of the light-colored patches at random in a circle and place a starting marker in a particular location. Each player takes some buttons — the currency/points in the game — and someone is chosen as the start player.
On a turn, a player either purchases one of the three patches standing clockwise of the starting marker or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the starting marker to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.
In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.
What's more, the time track depicts six 1x1 patches on it, and during set-up you place six actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on their game board.
At some point during the game, dark-colored patches are added to what's available for players to take, and these pieces are smaller than the light-colored ones, making it more likely that they'll fill in holes on a player's board.
Woodlands transports you to the wonderful world of legends and fairy tales, with four different stories of increasing difficulty. Each story consists of several chapters, with each chapter showing a plastic overlay that features various collectibles, obstacles, and that chapter's goal. Each player then builds their own network of pathways on their personal playing board to beat the chapter and score as many points as possible. Once players are satisfied with what they've built, the overlay is placed on top of each player's pathways to check which goals they've met.
Two additional overlays may be used to increase the difficulty of any chapter — and to increase the difficulty further, players may use the back side of their path tiles for a greater challenge.
This is a semi-cooperative game which puts the "thief" against the rest of the players, who take the role of detectives. As the thief, you secretly plot your movements around a private art museum. As you go, the detectives take turns trying to find you with their eyes, the video cameras, or motion detectors. You can deactivate the cameras, and you can even cut off the power to the entire museum to mask your movements. Another advantage is that the thief gets a turn after every detective's individual turn.
Another problem for the detectives is the fact that, once the thief has picked up a painting, she can take her next turn before removing the painting from the gameboard. The good guys know the vicinity, but won't know her exact location, as the thief is now up to 3 squares away from that spot. If a detective ever spots you with the naked eye, secret movement is over, and the thief's token is placed on the board for all to see. This can get frantic, since the thief can only move 1-3 spaces, while detectives roll a d6 for movement!
The thief player has to decide when to attempt a getaway. The catch is, some of the windows and doors are locked. There are actual lock pieces, and you must flip over the one you are attempting to open (instant detective frenzy!). If she has stolen 3 paintings (in a one-off game), and manages to get out, she wins. In a tournament style game, each player gets a turn at being the thief, so the number of paintings needed will vary based on the other players' scores.
1991 Mensa Select
Also selected by Family Fun Magazine as one of the best games.
Original name by inventors was Heist. Clue name was added for marketing purposes when the game was licensed with Parker Brothers.
Similar to
Scotland Yard
The Fury of Dracula
Specter Ops
In Junk Art, players are presented with junk from which they must create art. Thus the name.
Junk Art contains more than ten game modes, along with more than sixty big colorful wooden or plastic components. In one version of the game, players pile all of the wooden or plastic parts in the center of the table, then are dealt a number of cards, with each card depicting one of these parts. On a turn, a player presents their left-hand neighbor with two cards from their hand. This neighbor takes one card in hand, then takes the part shown on the other card and places it on their base or on other parts that they've already placed. If something falls, it stays on the table and the player continues to build on whatever still stands. Once players have finished playing cards, whoever has the tallest work of art wins.