Humor

Doom That Came To Atlantic City

Game description from the publisher:

You're one of the Great Old Ones – beings of ancient and eldritch power. Cosmic forces have held you at bay for untold aeons, but at last the stars are right and your maniacal cult has called you to this benighted place. Once you regain your full powers, you will unleash your Doom upon the world!

There's only one problem: You're not alone. The other Great Old Ones are here as well, and your rivals are determined to steal your cultists and snatch victory from your flabby claws! It's a race to the ultimate finish as you crush houses, smash holes in reality, and fight to call down The Doom That Came To Atlantic City!

You and your fellow players are Great Old Ones competing to be the first to destroy the world. There are two ways to achieve this:

Any Great Old One can win by obtaining six gates, at which point the game instantly ends. You have only five gate markers because if you open a sixth gate, you win!

At the start of the game, each Great Old One receives a Doom card providing a shortcut to victory. If you land on one of your gates and meet the preconditions, you may attempt the action listed on your Doom. If you succeed, you win!

GiftTRAP

GiftTRAP won a special Spiel des Jahres prize in 2009, and was voted "Best Party Game of the Year" by Games Magazine in 2008, proving that while buying real gifts can be traumatic, giving virtual gifts to find out how people really feel is heaps of fun. Be prepared for some surprises! It's a conversation starter that will get you and your friends talking about things that matter. Unlike other party games you don't need skills in drawing, acting or trivia, so it works well when you have a crowd of mixed ages/skills. GiftTRAP is played over a series of rounds. Each round has the following steps: DEAL - deal random gifts from one of the 5 packs of gifts. Packs have similar monetary value. SHOP - think about how to match these gifts to the players. GIVE - give one of these gifts to each player (using gift tokens). GET - choose which gifts you want yourself (using get tokens: Ok, Good, Great & No Way). REVEAL - show people what you wanted and see what you were given by each player. SCORE - the giver and the receiver score for each gift (the giver gets GIVING points, the receiver gets GETTING points). The first to reach the end of both the Giving and Getting tracks is the winner.

Monkeys on the Moon

In Monkeys on the Moon, players advance monkey civilizations while also freeing monkeys from lunar isolation by launching spaceships. Players must carefully balance which tribes they advance, however, as there are monkey politics at play! Influencing one tribe will likely harm another tribe's opinion of you. The player who launches the most powerful primates home to Earth by game end will claim victory.

Every move that a player makes will impress one the six monkey tribes yet anger another. Knowing when to play favorites, and when to risk incurring the scorn of a tribe, is key to success.

The game's monkey cards also feature six original drawings by cartoonist Scott Starkey.

Tadaaam!

Tadaaam! is a revision and repackaging by Cédrick Caumont and Thomas Provoost of the earlier Monstermaler. The most obvious change is that Tadaaam! comes in a big box (Monstermaler was just a pad of paper), with cards to suggest people, and now also objects and animals, that players independently draw right and left halves of with pens on wipe-clean boards to make one recognisable picture. The pictures are then revealed and the players guess what those they didn't draw are intended to be.

Along with revisions to the basic rules there are now easy, normal, difficult and character categories of things to draw and a spinner which adds one of six additional challenges to drawing: with the ear on the table, blind under the table, with the "wrong" hand, without the thumb, et cetera…

Re-implements:

Monstermaler

Junta

Players represent various office holders in the ruling Junta. Depending upon his office and the various cards he holds, each player has a certain number of votes. These are important as they must first elect El Presidente and then vote on the budget that he proposes. Here's where it can get sticky. El Presidente draws cards face down from the money deck (which varies in denomination from $1 to $3) and must propose a budget for the year, distributing the money as he sees fit amongst the various offices. Of course, loyalty to him is usually rewarded, while those pesky "thorns in his side" are usually cut off completely. The beauty of all this, though, is that El Presidente can — and most always does — keep some of the loot for himself. And since no one but he knows the value of what he drew, no one knows how much he's keeping. Suspicion is always keen.

Players may attempt to assassinate the other players by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's money, as the only safe money is the money that has been deposited in a Swiss bank account, and the only way to get to the bank is to survive the assassination round.

If the players are unhappy, and there is an excuse, they can call for a coup, where the opposition players seek to take control of a majority of the power centers. Rebel players control the forces of the role which they were assigned (e.g. army, navy, air force), and players loyal to El Presidente do the same, seeking to control the strongholds until the rebellion is quelled.

The goal is to amass the greatest wealth secreted away in your Swiss bank account.