Party Game

Start Player

Game description from the publisher:

By our detailed calculations, more than 2.5 million additional games could be played each year if you took less time picking a start player. Start Player solves this problem: Just turn over a card and you'll know who the start player is. Maybe it's as simple as identifying the tallest player, or the player with the most unbuttoned buttons. It's the most comprehensive system ever devised for choosing who starts a game.

Red Dragon Inn 6: Villains

Description from the publisher:

You and your wicked companions have spent the day pillaging the countryside and "dealing" with meddlesome adventurers. It's about time you kicked back with a pint at the evil equivalent of The Red Dragon Inn — The Black Dragon Depths, a nefarious tavern hidden deep in the catacombs below Greyport. No more heroes this time. Now you get to play as the bad guys!

The Red Dragon Inn 6: Villains is a standalone expansion to The Red Dragon Inn series of games. In this game, you and up to three of your friends play as evil villains celebrating the defeat of your archenemies at a wild fantasy party. You gamble, brawl, and drink the night away as you compete to be the last villain standing at the end of the night.

Codenames Duet

Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!)

To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and one square colored black (representing an assassin). The assassin is in different places on each side of the card, and three of the nine squares on each side are also green on the other side!

Collectively, you need to reveal all fifteen agents — without revealing either assassin or too many innocent bystanders — before time runs out in order to win the game. Either player can decide to give a one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codnenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier.

Goths Save The Queen

In Goths Save The Queen, two two-player clans fight to save the Queen hidden in the middle of the table. Each clan is composed of one player giving orders (the King) and another one trying to understand which order has been given (the Warchief).

To give an order, the King chooses a card and flips it onto the table to reveal two orders on its back, with no clue as to which is the right one. The Warchief checks the battlefield, then tries to choose the right order with a card in hand. When both clans have chosen their cards, all of them are revealed, and if both cards match on a clan, then the order is carried out. Some examples of orders: loading the catapult, firing with the catapult, progressing toward the Queen, looking at hidden cards in the middle to find the Queen, and avoiding traps...

Of course, within a clan it is absolutely prohibited to make any sign or say anything to help the partner to guess which order is intended.

When playing 1-vs-1 or 1-vs-2, the game is a bit different: The single player team cannot play the same order twice, one turn after another.

With multiple copies of Goths Save The Queen, you can compete in a 3-vs-3, 3-vs-4 or 4-vs-4 format.

Imagine

More than one thousand items from all walks of life can be guessed through the use of 61 transparent cards in Imagine, whether they're placed next to one another or superimposed. Almost everything in the world can be represented by a simplified concept — just don't speak while you're playing...