Party Game

Geek Out!

Game description from the publisher:

Geek Out! is a party game that can determine once and for all which player is the most knowledgeable about your favorite pop culture subjects!

In the game, you draw cards asking you to list a certain number of things which fall under a certain category: comic books, fantasy, games, science fiction, and miscellaneous. Before you begin, however, the other players may try to steal your points (and bragging rights!) by bidding to list even more than the card requires. The bidding continues until one player is ready to "out-geek" their friends. Collect a predetermined number of cards, and you win!

Pictomania

Pictomania is a drawing game in which everyone is both drawing and guessing at the same time, giving a chance for those who excel only at one or the other skill to crush the dreams of other players.

Pictomania lasts five rounds, and at the start of each round, you set up six randomly drawn cards on card racks visible to all players. Cards are double-sided, come in four levels of difficulty, and include seven related words on a single side. In addition to a set of guessing cards, scoring tokens, marker and drawing board, each player receives one symbol card and one number card, which together indicate which word or phrase on the revealed cards that player must draw. Bonus tokens equal to one less than the number of players are placed in the center of the table.

Players simultaneously look at their cards and start to draw. While drawing, they can also watch what others are doing and place a guess card on that player's stack. Only one guess per player is allowed, and once you make a guess, you can't change your mind. Other players will ideally be playing guess cards on your stack, too. Once you have finished drawing and guessing – and you're not required to do either – take the highest-valued bonus token from the center of the table and take no other actions. Once the final bonus token is claimed, the round ends.

One by one, players reveal what they were drawing and the guesses that others made. Those who guess your word earn one of your scoring tokens, with early guessers earning more points, while those who guess incorrectly have their card placed in the center of the table. Once all the guesses are resolved, you determine the black sheep – the player who made the worst guesses. If a single player has more cards in the center of the table then anyone else, then his bonus token (if any) counts as negative points. What's more, if no one guessed your word, then you throw away your bonus token, scoring nothing for it. You sum positive points for the round (a bonus token scored, and scoring tokens from the words you guessed correctly), then subtract points for the black sheep "bonus" and all the scoring tokens you didn't give away to determine your final score for the round, which could be negative.

Reset the bonus and scoring tokens, set up six new cards, hand out the symbol and number cards and start another round. The player with the highest score after five rounds wins.

Resistance: Avalon

The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.

The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.

Electronic Catch Phrase

This is a re-implementation of the classic team word-guessing hot-potato game Catch Phrase! but all electronic. Players divide into two teams. One team selects the category and presses the start button. An audible timer beeps a count-down while the person holding the device tries to get his team to say the word or phrase on the screen. When he or she is successful, he or she hands the device to the next person on the opposite team. The goal of the round is to not be holding the device when the timer goes off -- though those last furtive seconds can get dicey! When the timer goes off, the opposing team gets a point and (based on what version of the game you are playing) may also have a chance to steal the phrase for an extra point. The first team to reach seven points wins!

The primary differences of this game from its progenitor is the implementation of the electronic device, timer, and substantial word lists. The electronic edition has also spawned several spin-offs and sequels.

Great Persuader

Each turn in The Great Persuader, two players – the "Persuaders" – try to convince another player – the "Customer" – either that their "bad" offer (e.g., "Working as a scarecrow") is good for him, or that their "good" offer (e.g., "Winning the lottery") is not what he is looking for. The Customer listens to both Persuaders, then chooses the offer from one of them. In the meantime, all of the other players bet on which Persuader will prevail. The goal of the game is to get the highest score, proving that you are the great persuader!

The Great Persuader includes 220 offers as well as ten rule variants for experienced players.