Category: Party Games

Danger the Game

The World is a Dangerous Place!

Disappointed fathers, depressed giant squids, dynamite on train tracks, and so much more! It’s up to you to rescue those in need. Use your skills, tools, and imagination to devise foolproof plans and save the day!

The first victim is the person who lives the most dangerously. Each of the other players is called a rescuer. The victim draws and reveals a danger card containing the perilous situation they are caught in. The rescuers then place one skill card and one tool card from their hands which they will utilize to tell a story of how they will save the victim. While a Rescuerer presents their rescue story another can play a plot twist on their cards tripping them up and changing the story for more engaging play. the Victim awards the Danger card to the Rescuer with the best Rescue.

All cards are written for embellishment and lateral thinking. “Able to transform into a rock” well what kind of rock are you?!

Game Mechanics:

  • Card Game
  • Storytelling

Game Specifications:

  • 3 – 12 Players
  • ~30 Minutes
  • Difficulty Weight 1.20

Cover Your Kingdom

Cover Your Kingdom is an insanely fun, fast-paced, ruthless game based off of Cover Your Assets. In this game, each player will take on the role of a ruler to their own kingdom which, through some unfortunate accident, has lost all of its legendary creatures and therefore all of its magic. Your job is to recruit clans of these legendary creatures back to your kingdom, either in the Valley or the Mountains, by playing sets of the same creature. However, your rival rulers can lure your clans away from your kingdom by playing a matching creature, triggering a back-and-forth match battle until one person cannot or does not want to play another card. You can protect your existing clans by playing a new one on top of them, rotated 90 degrees from the previous one, as only the top clan in the stack can be recruited. 

Cover Your Kingdom also introduces Free Creatures, which do not join kingdoms but can be played to utilize their special abilities, giving you an edge over the other kingdoms. Whoever ends up with the most magic from the creatures in their kingdom wins the game!

Game Mechanics:

  • Hand Management
  • Set Collection
  • Take That

Game Specifications:

  • 2 – 8 Players
  • 25 – 40 Minutes
  • Difficulty Weight 1.83

Cover Your Assets

In Cover Your Assetsyou have one simple goal: be the first to become a millionaire. You will do this by stacking sets of valuables such as jewels or piggy banks. But be warned, your assets are very vulnerable! On their turn, other players can play a matching asset to steal your stack. You can play another matching asset card to prevent the thievery, sparking a back and forth battle until someone runs out of cards. Alternatively, you could cover your assets by playing a new set which always goes on top of your previous one (or stealing one yourself). Now, people have to steal your new assets before they can get to your true valuables. Be clever, be careful, and be sure to cover your assets!

Game Mechanics:

  • Hand Management
  • Set Collection
  • Take That

Game Specifications:

  • 2 – 6 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.20

Cockroach Poker

Cockroach Poker is a game filled with filthy critters that has nothing to do with poker – but everything to do with bluffing. The goal of the game is to force one player to have a set of 4 cards of one type of the 8 total critters – ranging from roaches to rats to bats to stinkbugs – making them the sole loser. This is done by a player passing a card face down to another player, claiming it as one type of card. The receiving player can either 1) flip it over, declaring whether or not they believe the first player or 2) peek at it and pass it to the next player, either saying what it is or bluffing. If you’re right in your accusation, the original player keeps the card. If you’re wrong, you keep the card. Keep the critters out of your play space, and don’t be the only loser!

Game Mechanics:

  • Hand Management
  • Set Collection

Game Specifications:

  • 2 – 6 Players
  • ~20 Minutes
  • Difficulty Weight 1.10

Chili Mafia

Chili Mafia is a set-collection party card game for 2-8 players. Compete to assemble the most powerful Chili Pepper Gangs (sets of cards) and become the most respected mafia boss. In Chili Mafia, you will find existing Chili Peppers from around the world that are the main characters of the game. Just to mention a few, such well-known Chilies as the Jalapeño, the Tabasco or the Carolina Reaper clash with each other. To reflect hierarchy, each pepper carries points that are in proportion to the respective Chili Pepper’s strength on the Scoville scale. Moreover, the game includes various action and attack cards (inspired by Mafia jargon) that will not necessarily serve your interest. To win, score the most points at the end of the game.

[CLASSIFIED INFORMATION]

Things are heating up in the world. Chili peppers are splitting into factions, leading to organized crime and unrest. The Chili Mafia reigns supreme.
The Ministry of International Chili Security has hired you—a group of agents—to work undercover and round up the most wanted chili pepper mafiosi from around the globe. Your goal is to bring them to Mexico for a peace summit. As you arrive in the Chihuahuan desert, the spicy criminals jump out of your luggage. It’s obvious they have no interest in peace. Instead, they want a showdown. You and your fellow agents have no choice but to seize control of the Chili Mafia. But to gain their respect, you must fight amongst yourselves to determine who will be the most powerful mafia boss. Once you control the peppers, what will you do next?

Players draw and play cards to form gangs and perform actions. When a player draws the last card from the draw pile, they may complete their turn. Then every player (including the one that drew the last card) may take 1 more turn. After the last round, players calculate their scores.

Game Mechanics:

  • Set Collection
  • Take That
  • Team-Based Game

Game Specifications:

  • 2 – 8 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.83

Challengers! Beach Cup

Challengers! Beach Cup is an interactive deck-management game for 1-8 players that plays in about 45 minutes independent of player count. With the tournament gameplay style, you meet another opponent every round.

In the Deck Phase, you choose new members and add them to your deck, which might consist of a wizard, alien, cat, gangster and kraken. Dozens of distinct characters with more than forty effects create a unique experience every game. Choose from seven different sets and discover new strategies and synergies every game.

In the Match Phase, stay in possession of the flag to win the trophy of that round. Try to get the most fans and trophies over the course of seven rounds to be able to qualify for the final. If you can best your opponent in the final, you win!

Challengers! Beach Cup contains a 16-card “Trainers” expansion that gives each player a unique power. Some give you bonuses when defending, some when you’re on the offensive, and others can extend your bench or even let you rearrange your deck.

Challengers! Beach Cup is a standalone game that can also be mixed with Challengers! to create new set combinations and new experiences.

Game Mechanics:

  • Deck Building
  • Hand Management
  • Open Drafting

Game Specifications:

  • 1 – 8 Players
  • ~45 Minutes
  • Difficulty Weight 2.15

Burn the Witch

Step back into a dark period in our past, when frenzy and paranoia dominated peoples’ perception of ‘the other’, driving communities across Europe to take the most extreme measures against their fellow man… or woman, as history would have it.

Burn the Witch is a game of social deduction where players are divided into two factions (zealots and sympathizers), which are pitted against each other in a bid for survival. Players represent houses, comprised of two to four villagers, one or more of whom may be a witch. The zealots win by uncovering the identity of all witches in play—a discovery made only through fire. The sympathizers win by keeping the witches’ identities hidden. With witches forming a small minority, the sympathizers’ only chance for success depends on their ability to employ cunning and misdirection as they seek to outwit the other players by turning the zealots’ xenophobia and pyromania back onto themselves.

The game typically goes for 45-75 minutes and concludes when either every witch in the village has been uncovered or enough innocents have been wrongly condemned that the witch hunt is called off, and the sympathizers win.

Game Mechanics:

  • Hidden Roles
  • Player Judge
  • Roles with Asymmetric Information
  • Traitor Game
  • Voting

Game Specifications:

  • 5 – 15 Players
  • 45 – 75 Minutes
  • Difficulty Weight 2.75

Adventure Party: the Role-Playing Party Game 🟢

Adventuring Party takes your favorite moments from RPG’s and puts them into a great guessing game! Over the course of 3 Adventure Scenarios, players will take on the role of a brave adventurer and describe in epic detail their plans for that adventure. Of course, however, the dice always have different plans, and after making a secret d20 roll, you will then recount what actually happened. The goal of the game is to have the GM guess what number you rolled as accurately as possible, thereby earning the most Experience Points possible.

Game Specifications:

  • 3 – 8 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.00

Bohnanza

In the game, you plant, then harvest bean cards in order to earn coins. Each player starts with a hand of random bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. Unlike in most other card games, you can’t rearrange the order of cards in hand, so you must use them in the order that you’ve picked them up from the deck — unless you can trade them to other players, which is the heart of the game.

On a turn, you must plant the first one or two cards in your hand into the “fields” in front of you. Each field can hold only one type of bean, so if you must plant a type of bean that’s not in one of your fields, then you must harvest a field to make room for the new arrival. This usually isn’t good! Next, you reveal two cards from the deck, and you can then trade these cards as well as any card in your hand for cards from other players. You can even make future promises for cards received right now! After all the trading is complete — and all trades on a turn must involve the active player — then you end your turn by drawing cards from the deck and placing them at the back of your hand.

When you harvest beans, you receive coins based on the number of bean cards in that field and the “beanometer” for that particular type of bean. Flip over 1-4 cards from that field to transform them into coins, then place the remainder of the cards in the discard pile. When the deck runs out, shuffle the discards, playing through the deck two more times. At the end of the game, everyone can harvest their fields, then whoever has earned the most coins wins.

Game Mechanics:

  • Hand Management
  • Negotiation
  • Set Collection
  • Trading

Game Specifications:

  • 2 – 7 Players
  • ~45 Minutes
  • Difficulty Weight 1.67