Humor

Zombie Dice

Eat brains. Don't get shotgunned.

In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes and can be taught in a single round.

Each turn, you take three dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect three shotgun blasts during your turn, it is over for you and you get no points. After rolling three dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have three again and roll once more.

Here, Kitty, Kitty!

In the crazy cat-collecting game Here, Kitty, Kitty!, your neighborhood has a cat problem. The problem is that the cats don't all belong to YOU! Everyone in the neighborhood wants to claim those adorable kitties for themselves.

Outwit your fellow feline fiends as you lure cats onto your property, move cats into your house, and steal cats from your neighbors. All's fair in love and cat-collecting!

There are no blenders or explosions in this game, but if you use your "Catlike Reflexes" and avoid "Stray Dogs" and "Hairballs", you might just "Land on Your Feet"!

GAME PLAY DESCRIPTION FROM THE DESIGNER:
Your neighborhood has been overrun by a colony of adorable cats! Your objective is to lure as many cats as possible onto your property and into your house.

Each player chooses a Property board, which contains three zones: the Yard, the Porch, and the House. At the end of the game, cats in the House are worth 5 points each, cats on the Porch are worth 3 points each, and cats in your Yard are worth 0 points. However, having cats in your Yard does have advantages for special scoring conditions, such having the most cats of a single color or the most cats overall. All 40 Cat minis are placed in the center of the table, and represent the Neighborhood. Each player is dealt 2 or 3 cards, depending on the number of players in the game.

On each player's turn, he or she performs two Actions: moving a cat, playing a card, or discarding cards. Cats can be moved 1 space for 1 Action, by picking up the cat and putting it in the next zone of the property. For example, a Cat can be moved from the Neighborhood to the Yard for 1 Action, or from the Yard to the Porch or from the Porch to the Yard (and vice versa). Playing cards may allow a player to move multiple cats at once, to move cats multiple spaces, to steal cats from opponents, or to make opponents give up cats. A player may also choose to discard 1, 2, or 3 cards as an Action. Once both Actions have been taken, the player draws back up to a full hand, and play passes to the person to the left. If an Instant card (red border) is drawn, it is played immediately and affects the entire group. The player then draws a replacement card for the Instant card until a full hand is achieved.

The final round is triggered when a player draws the last card from the draw pile. From that point every player, including the player who drew the last card, has one final turn to maximize his/her score. Then, the cats are counted and a winner is lauded for his or her purr-procurement proficiency.

Argue

The game consists of three to 10 players who are randomly paired up by the unique Player Assignment Cards( included in the game). Paired players then argue topics such as "Who would win in a fight, Mary Poppins or Judge Judy?" or "What is more nerve-wracking: a first date or a job interview?" The non-arguing players then vote on who they felt argued best, each vote equaling a point for the arguing players. After every player has argued twice, whoever has the most points wins the game.

"What's fun is that the Player Assignment Cards also determine which side of the argument you must take, even if you do not agree with that side," says White. "So, for instance, if you can't stand rap music, you may be put in the position to argue why you think rap music is great for society. This can be quite entertaining."

Included with Argue is 1,000 topics, a precision timer and 100 optional Distraction Cards. These can be used to make arguing more of a challenge by causing players to perform outrageous stunts, such as arguing "while smelling your left shoe" or arguing "while jumping up and down for 15 seconds."

Curses!

Each player starts the party game Curses! by drawing one Curse card and placing it face-up on the table. What? Curses? How can this be a party?! Ah, but these Curses are fun, not malicious, something along the lines of "You can't bend your elbows" or "You must declare eternal love to anyone who rings the bell during this game".

After that, each turn in Curses! the active player takes two actions in this order:

Draw a Challenge card. This card presents you with an action you must perform – a role to act out, a story to tell, an opinion to explain.
Draw a Curse card and give it to another player. "You, bark like a dog whenever the player on your right reads a card!"

So where's the game? You must obey the Curses placed upon you at all times – and if someone notices that you're not barking or declaring eternal love or doing whatever else it is you're supposed to be doing, then that player rings the central bell and reveals you for a louse and a nogoodnik. As a penalty, you must turn the Curse card you violated face down. And while you might think that lifting a Curse is good, break three Curses and you're out of the game. Eventually only one person will remain, and this Curse-loving looney wins the game!

Once Upon a Time: The Storytelling Card Game

Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller and creates a story using the ingredients on her cards. She tries to guide the plot towards her own ending. The other players try to use cards to interrupt her and become the new Storyteller. The winner is the first player to play out all her cards and end with her Happy Ever After card.