Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts

Harry's Grand Slam Baseball Game Review

Harry's Grand Slam Baseball Game
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I admit that I passed over this game a few times initially without a care, but having played it now, I couldn't have been more wrong. This is a great baseball game that is played with cards, not spinners, dice or pinballs. Most baseball games utilize either a dice or spinner system to determine a play, but this game is a little different in that you play your hand of cards against your opponents hand to determine a play. So for example, if it's my turn at bat and the 3 cards that I hold in my hand are (strikeout, single, and a triple) and my opponent, who is pitching, has (strikeout, error, ground out), I want to try to play my offense cards (ie, the single and triple) to score before my opponent, or even myself, play the 3 outs to retire the side. It's not realistic in the sense that you already know part of the outcome based on the cards in your hand, but it does give you a little bit of managerial play calling. For example, can I put an extra runner on base prior to playing a home run card or will the pitcher retire the side before I get that far? Then on the flipside, when you take to the mound, you're always trying to come up with those 3 outs without any damage done.
The game has a lot of plays that you might not normally find in a casual baseball game, such as a balk, hit batter, passed ball. It also has a pinch hitter/relief pitcher feature where you take a card from the draw deck and place it face down until you decide to use it. And since it can go either way, whether you're hitting or pitching, it could be, say, a strikeout or a home run.
My only gripe, and it's somewhat minor is the fact that a runner cannot go from first to third or score from second on a triple. But a variation on gameplay could easily be introduced with a dice roll to determine those situations (ie, 1-3 is a success, 4-6 is a failed attempt) if desired.
The game isn't terribly complex nor is it meant to be like Strat-o-matic or APBA Baseball, but the simple back-and-forth play of cards doesn't fail to create a great sense of tension, relief, and excitement. There's a lot of whooping, laughing and groaning that happens, which is great for a game that is meant to be played in 20 minutes.
The game is faithfully recreated based on the original game. It's basically a small box of cards and the original instructions. But even cooler is the fact that OOTB Games created a retro-like tin to house the original game, as well as include a scoreboard dial system that actually improves on the original scorekeeping. So you can play the game like the original or more conveniently with the scoreboard. A very thoughtful reproduction and improvement to the game. The picture of the tin looks like it's the size of one of those retro tin lunchboxes, but it's actually much smaller, which is a good thing as it doesn't take up much room.
This game is pretty much a 2-player game. Although the original instructions has a method for playing with more people, it's basically sharing and taking turns, which isn't all that great, IMO.
If you like baseball, particularly something that harks back to the Golden Era of the 50's & 60's, this is a keeper of a game for those casual and quick moments of gameplay. I plan on buying a couple more for friends as gifts.

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In Harry's Grand Slam Baseball Game, each player manages a team and plays cards to simulate actual baseball plays.This easy to learn baseball game can be completed in under 20 minutes.Introduced in 1962, this game has been a real hit with players and baseball enthusiasts alike, and this faithful reproduction includes the rules from the original game.For 2 players ages 8 and up. Includes 54 game cards, baseball diamond, scoreboard, card reference, updated rules, and game history. For 2 players ages 8 and up.

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Uno Spin Game To Go Review

Uno Spin Game To Go
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It's cute. The cards are tiny but u can still see them clearly and the spinner works well. Good game and great for travel.

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The UNO® classic card game goes revolutionary! When a spin card is played, someone must spin the wheel. In a single turn, everything can change! Players can come from behind and suddenly take the lead. It's fast-paced fun that'll make your head spin! This take-along version of UNO Spin® features special travel icons and a storage clip to hold the cards in place for easy portability. Ages 7 and over.

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Killer Bunnies Pink Booster Review

Killer Bunnies Pink Booster
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Without a doubt this is the best game of all time. It provides hour and hours of fun, creates dialogue around the table, encourages creativity, reading, and strategic thinking. Also don't be afraid to form alliances and KILL THOSE BUNNIES and don't forget the Carrots.

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The Killer Bunnies are green with envy! For use with the Blue Starter Deck, and Yellow, Red, Violet, and Orange Booster Decks, this expansion pack adds more hare-raising hysteria to your Quest for the Magic Carrot. New cards include the Snowball, which will send chills down your spine, Leif Carrotson, who'll send your bunnies on a journey around The Bunny Circle, and Albino Baby 5000, the world's most powerful radiation protector. Can you survive the messy Mudslide or an attack from the multi-vengeful 7th Whisk? New Half Color Bunnies will really have you splitting hares! Featuring the weird world of the Zodiac, the Green Booster Deck adds 55 cards to your existing set, plus a 12-sided Zodiac die. Game also includes 12 small cards and game instructions. For 2 - 8 Players, Ages 12 and Up.

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Dominion Alchemy Review

Dominion Alchemy
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Dominion: Alchemy is an expansion to the Dominion card game series. You will need Dominion or Dominion Intrigue in order to play Alchemy.
Dominion: Alchemy is the smallest expansion to date, bringing 12 new kingdom cards and a new treasure card to the table. Alchemy brings a new theme and some very interesting cards to the table, but it can feel awkward to integrate Alchemy cards into a "normal" game without a keen understanding of the cards and a sound strategy. Specifically, the "Potions" resource is implemented, the crux of this expansion. The Potion is a treasure card, costing 4, necessary to purchase most Alchemy cards. Whenever a Potion appears in hand, it nearly forces players to purchase an Alchemy card, and, without extra buys, players often waste treasure purchasing them, as they cost very little but require a potion in addition to the treasure cost. Since Potions have no other benefits, they can easily become worthless cards cycling through the deck.
On a positive note, the majority of the artwork for the Alchemy cards is beautiful. Having been disappointed with many of the illustrations in Seaside, particularly, Alchemy brings some redemption to the aesthetic appeal of Dominion. For those who may be concerned with the content of this specific Dominion theme, it should be known that a few of the cards, whether the art or indicated by the card name, are dark in nature. The cards in question can be, in my opinion, easily avoided (in gameplay with children, for example) or discarded, if you so desire.
In my experience, playing with Alchemy cards makes for a longer game, especially if you are playing with those new to Alchemy. Alchemy lends itself to advanced players and should be avoided in play with newcomers to Dominion. Beware; an Alchemy game may conclude and you might feel as though you only pursued bunny trails the entire time. Is it any surprise though, since the art of alchemy lead to a lot of nothing? Though intriguing, Alchemy is probably the most superfluous of the Dominion series. My opinion is that many will buy this expansion more out of excitement or for a sense of completion for their collection.


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Looking for a way to turn lead into gold, the clever chemists in your basement laboratories keep sending up requests for strange ingredients like barrels of quicksilver and even locks of your hair. They are also working on a universal solvent. If they manage to create the substance and a container to hold it, you will be able to build a castle that can't be dissolved!
Please note: Dominion: Alchemy expands both Dominion, and Dominion: Intrigue and as such, it does not contain material for a complete game. Treasure, Victory, Curse, and Trash cards are not included, so you will need Dominion or Dominion: Intrigue to play. Dominion: Alchemy is also designed to be played with any future expansions that may be published.

Contents of Dominion: Alchemy Expansion:
150 Cards
Box Liner
Inlay
Rule Booklet



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BANG (La Pallottola) The Bullet Review

BANG (La Pallottola) The Bullet
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This is an incredibly entertaining game, reminiscent of the cardless "mafia" game many of us played in junior high and high school. It has become the game of choice among my friends and me in the last few months. Each player is dealt a role that he or she plays in the game (sheriff, deputy, outlaw, or renegade). All the roles are secret, except for the sheriff's. Game play proceeds as players eliminate each other in hopes of doing what is best for their role. The sheriff tries to stay alive and kill the outlaws and renegade(s). Outlaws try to kill the Sheriff, and so on. It gets pretty addictive and aggravating at the same time, but in a very good way.
Just read the rules and deal everyone the picture-instruction cards, and the game is relatively easy to understand. The game is the most fun when you have about 5 or 6 players. It doesn't make much sense with 4 (too easy to guess others' roles), and the pace slows a lot with 7 or 8 unless everyone is paying attention and knows the rules.
One small downside to the game is that it is an elimination game--when you die, you're out of the game/round until either the Sheriff/deputies or renegade(s) or the outlaws win. Usually this doesn't take very long, but it always sucks to be the first one out. When I play, I usually usually go through at least 3 or 4 rounds during one sitting. Also, for very conservative families, it might be noteworthy that "beer" and "whisky" cards heal your character.
Bang! The Bullet comes with several expansion packs that keep the game interesting and add new rules/restrictions that change up game play. Start with the core game first as you learn. Then you can add expansions later. It also comes with a nifty badge that Sheriff gets to wear.

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Bang FUN

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Hit the Deck Card Game Review

Hit the Deck Card Game
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Hit the Deck comes from a great company, Fundex, the authors of classic games such as Phase 10, Rage, and many others. In the spirit of the company's other great games, this one does not disappoint.
Hit the Deck could be seen as a cousin to Uno. The basic rules are very similar: you match cards by number or color. However, Hit the Deck features less numbers than Uno, only going from 1 to 5. What makes up for this lack is the additional cards. Some will cause you to flip both decks. Others will make the next player not only cut the deck, but make them pick up the card they come upon and deprive them of their turn as well. Some will force the next player to "hit the deck" with a card of a certain number or color. Best of all, however, this game contains some real-life action and excitement. "Hit the deck with a hand" cards force every participating player to hit the deck with their hand. The last person loses and is forced to pick up 4 additional cards, so everyone's reflexes are tested to the max. This is perhaps the highlight of the game!

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This fast-paced, hand-slappin' card game takes clever strategy, quick reaction and a little bit of luck. If you are the last player to slap the deck when a Hit the Deck card is played, you have to draw more cards. Try to get rid of your cards, and be the player with the fewest points when the game ends. Hit the Deck is a hit with the whole family! Includes 110 cards and instructions.

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Zatch Bell CCG Starter Set #2 Review

Zatch Bell CCG Starter Set #2
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this game is so much fun to play,its even more fun if you injoy the show, and who would not.

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Every one thousand years, one hundred Mamodo descend upon Earth to conduct the ultimate battle. The winning Mamodo becomes the mighty king of the Mamodo world. There is only one problem, in order for the Mamodos to activate the many powerful spells contai

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Killer Bunnies and the Ultimate Odyssey: Starter Combo Pack - Lively & Spry Review

Killer Bunnies and the Ultimate Odyssey: Starter Combo Pack - Lively and Spry
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We purchased this game (and the other starter kit) yesterday and could not wait to play today. I fell in love with Killer Bunnies and the quest for the magic carrot last year and could not stop playing it, so going into this game my girlfriend and I had high expectations.
Reading the directions, we both got overwhelmed off the bat. Mostly only with the "point system." The most confusing thing to us was attacking cities and bunnies and how you can keep track of the 'life' of what was left of the attacked card? Not really sure, our first game -which we just finished- we did no attacking, just building cities and collecting bunnies and resource cards. Without any attacking the game was not overwhelming at all, just different.
The directions do not do an amazing job at explaining some of the details and "small" things that when the situation comes up, does matter. On the back of the directions there's a suggestion of how many cards to use and which ones to include in your 'deck.' We quickly learned to add more resource cards to allow us to be more flexible with the cards we did want to use. That is my one recommendation.
The game moved fast as 90% of the time we were focused on our hands alone and collecting/saving the resource cards to allow us to make that one "big" move which would happen in 10 turns and spent very little time looking at the other person's cards and what they were doing. We'll see tomorrow how it is when attacking the other person and eventually will add a 3rd person to the mix!
Overall, It was fun to play and like the other Killer Bunnies game I played it is overwhelming at first and needs time to wear in. I would recommend buying all 6 decks (or the 2 starter packs) as the more cards the more options to choose from and strategies to play. And with the extra resource cards, more options are also available.

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PLE40499 Combo ACL Starter Decks Killer Bunnies and the Ultimate Odyssey by Playroom Entertainment This combo has three different decks combined into on combo, Animals, Crops and Land Killer Bunnies and the Ultimate Odyssey is the latest title in the Killer Bunnies brand of games. Keeping with the non-collectible nature of the game, the desire expressed by its huge fan base has been fulfilled - KB now has a constructable game. Though still not collectible nor random, players can now buy starter decks and booster expansions for KB Odyssey, using any combination of those cards to form their own constructed decks to play against opponents. Unlike in KB Quest, where up to 8 players play with the same deck of cards and share the same draw pile, with KB Odyssey, players will each draw only from their own constructed deck of 60 cards. With no random packs, players will always know which cards they are purchasing in a deck, so they can buy the right products for the planned deck!

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Bang the Wild West Card Game 4th Edition Review

Bang the Wild West Card Game 4th Edition
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Simply put, BANG! is a great game whether you like westerns or not. The premise of not knowing which roles the other players is great. The various western characters which one can play make a repeatability and strategy different each time. The game is easy to learn, even with expansion packs, yet you never get bored! And best of all, you can't help but talk like a tobacco-spittin', ten-gallon-hat-wearin', boot-spurrin' gunslinger!!!

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The outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)! Contents: 7 players roles, 16 characters, 80 playing cards, 7 summary cards, 7 player boards, 30 bullet rokens and rulebook.

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The T-Shirt Game Review

The T-Shirt Game
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The T-shirt Game is very similar to Apples to Apples, only here, you're submitting a caption for the T-shirt picture instead of an adjective. The game can be played by winning points or the T-shirt. The point system is flawed and will make the game go forever, so it's probably best to just say the first to get five or six T-shirts wins. Or go around and have everyone be a judge an equal number of times, the one with the most T-shirts wins. Like Apples, everyone takes turns being the judge.
A great party game I've brought to my gaming group and conventions. It always provides a good time and some laughs. The only problem is if you play the game a lot, you'll start seeing the same T-shirts and captions again. But there's enough variety to keep the game fresh. Still, I hope they make a second edition or an expansion pack for this game. Bottom line, if you like Apples to Apples, you'll like this game too!

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The T-Shirt Game is the fashionable party game wear funny matters! Create your own T-shirt by matching ridiculous slogans to outrageous images. To create these laughable masterpieces, the judge plays a T-Shirt Card, while everyone else throws in the best Slogan Card. Whether it's funny, to the point, irrelevant, or irreverent, if the judge likes it, you win points. BOOYAH! Game comes with 70 T-Shirt Cards, 209 Slogan Cards, 77 Hot or Not Cards, and Instructions. For 3-6 players.

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Wackee Six Card Game Review

Wackee Six Card Game
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I played this game at a get-to-know-you church function and enjoyed it very much, so I bought it for my kids at Christmas. It took a while to talk them into playing it, but once they started they were surprised at home much fun it was. You need fast reflexes. It is like a 6-way Uno speed competition.

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WACKIE SIX IS AN INTERACTIVE, FAST PACED CARD GAME FROM 2-12 PLAYERS. NO ONE TAKES TURNS. BE THE FIRST TO PLAY ALL TWELVE OF THE CARDS IN THE MIDDLE OF THE TABLE. WILD CARDS AND MORE PLAYERS MAKES THE GAME EVEN WACKIER. CHOCKING HAZARD - CONTAINS SMALL PARTS - NOT FOR CHILDREN UNDER 3

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Rio Grande Games Dominion: Seaside Review

Rio Grande Games Dominion: Seaside
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Dominion: Seaside is the second expansion (but first strictly-expansion expansion) to the award-winning uncollectible collectible card game Dominion. The first expansion, Dominion: Intrigue, was an expansion, but could also be played on its own.
Seaside, on the other hand, is a strict expansion- it lacks the Land and Money cards that Dominion and Dominion:Intrigue come with, and can only be played when on also has a copy of one of those two (or both, if you have all three!).
Dominion (the original) had 25 different stacks of Kingdom cards, from which you chose ten stacks to use in any given game (about three million possible scenarios). Intrigue added another 25, for a total of 50 stacks from which you chose 10 (for something like 10 billion possible starting scenarios). Seaside adds 26 more Kingdom cards, for a total of 76 from which one chooses ten (pushing the possible start scenarios up towards the trillions).
Like the other two games, the game starts with each player having a fixed deck of ten cards, and using those cards to purchase more cards from a central pool of Land Cards, Money Cards, and Stuff Cards. One recycles this ever-growing deck back onto itself, simulating a small dominion's cycling economy, and competing against the other player's kingdoms in a race of efficiency and resource-wealth.
Intrigue, as the name belies, introduced many "sneaky" or "mean" cards into the game- attacks that pulled cards from other peoples hands and decks, or cards that punished other players who were getting ahead. Rather than rehashing the original game's mechanics, it pushed them in new, interesting directions, typically by forcing competing players to choose the lesser of two evils when presented with certain card-actions.
Seaside continues this trend, adding an overall theme of "your next turn". Many of the cards in this expansion let you sacrifice a not-so-great hand for a nearly-guaranteed amazing hand next turn, or squirrel cards from your deck away, to be drawn back into your hand later. Other cards let you pirate treasure from other players, embargo goods and services, or move cards from the bottom of your deck to the top.
This theme gives games played with these new 26 cards a much different feel from playing just the original or Intrigue- there are more elements of chance, whimsy, and, after sufficient quiet building momentum, the heady exercise of much-restrained power. It is a nice companion to the smash-and-grab routines introduced by Intrigue.
Like the Intrigue expansion, the 26 Seaside expansion stacks can be used on their own, or combined with the other 50 stacks from the original and Intrigue.
Seaside has some game mechanics that are a little more complicated than the other two games, but this complication is mitigated by the excellent reminder mats and (real metal) tokens that come with the game specifically to make those mechanics easier.
It does not, though, take too long to get up to speed. (All three games share that quality- it takes a couple of turns to learn how to play, a couple of playthroughs to learn how to win, and then has more possible game-states than atoms in the universe- you can always come back for more).
The only downside to Seaside as compared to Intrigue is that it is a strict expansion- it cannot actually be played without the Land and Money cards that come with the Original or Intrigue.
Also, (and this isn't necessarily a downside), it has about 500 cards, and one really ought to by card sleeves for them, both for protection and easier organization.
In any case, Seaside is an interesting, challenging, and all around excellent expansion to Dominion and Dominion: Intrigue.

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Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the basic Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion, and you will need to have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published. All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours. This is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn. Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion and have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.

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Winning Moves Deluxe Rook Review

Winning Moves Deluxe Rook
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Some of my fondest memories of my grandfather involve us playing Rook with my uncle and grandmother. It is my favorite card game by far. If you have three people to play with, I suggest this game over any other. It is great for all ages over eight. This game never gets old because as a player's skill improves the game becomes much more complex. It is a very simple game at first allowing for children but even a table of adults can enjoy the game including those with lots of card game experience. There are also many fun variations to the original, some much more challenging than others for players who want to change the technique required. The cards seem to deteriorate quickly but we did play many hours a week and had meals and snacks at the same time we played. We purchased maybe fifty packs in the years we played, new ones for vacations and such. The cards are definitely worth the $9.99 and once you buy the deluxe set once the cards can be replaced for around $6.00 from Wal-mart or Target in non-deluxe form. The deluxe is a great buy though because of the excellent book that comes within the box.

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Since 1906, Rook has entertained millions and millions of card game lovers. It's much easier (yet more exciting) than Bridge, more fun than Pinochle and more varied than Hearts. Deluxe Rook features a deck of 56 premium-quality, numerical ROOK cards (no face cards) and the unique ROOK Bird Card. Also includes score sheets and the first modern Players, ROOK IN A BOOK-an 80 page book with rules for all popular Rook variations. You'll find a complete analysis of these variations plus "winning tips" to improve your play. As a special bonus, you'll find the first published rules for "BUCKEYE" ROOK and the Hearts-like variation, "AW SHUCKS!" If you're a fan of ROOK, a lover of card games, or you're looking for great wholesome, family fun, Deluxe ROOK is for you! This game is for between 3 and 8 players and includes 74 Casino-Quality cards & silver-colored bell!

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Phase 10 Twist Review

Phase 10 Twist
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Phase 10 Twist is a LOT of fun and is my favorite variation of the game (I've tried them all). I like it because unlike the regular Phase 10 card game, everyone gets to advance even if they don't phase out on their hand (if you don't phase you move one space, if you do phase you move two spaces, and if you go out you move three spaces). So the longest you get stuck on a phase (besides the 10th one) is two turns. The twist is really fun too - it mixes up the game and keeps it interesting with ten new phases. If you don't make your phase when you're trying to "twist" you have to move back one space, but if you DO, you move forward double spaces. Sometimes regular Phase 10 can take a really long time (especially with a lot of people), but Phase 10 Twist keeps the game moving. I highly recommend it.

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Phase 10 Twist is a wickedly wild board game of risk, reward and terrific twists.Based on one of the world's best-selling card games, players complete rummy phases to move around the game board.Players landing on the unique TWIST space must make choices, which can offer big rewards or failure.Three discard piles increase strategy and speed of play.To win, a player must complete one of 10 brand new phases!It's twisted from start to finish.Includes game board, discard/draw tray, 2 decks of Phase 10 Twist cards, cardholder, 6 playing pieces and instructions.For 2 to 6 Players.Ages 8 & Up.

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Flinch Review

Flinch
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I played this game with my cousins and my grandmother when we were little, but I've never known anyone else who played or who had a set. Even 20 years later, we are likely to get it out & play when visiting, and now that 2 of her great-grandchildren are old enough to play we are all remembering how much fun it is! I've been searching for a deck to have at home for my son - I think I'll order more as Christmas presents for the family. It can go slowly with a new (or young) player, but the more you play the faster you play, and it gets very exciting. Fun and interesting for even a 7-year-old, but the pace changes with the skill level of the players. You can have a furious contest or a quiet game with conversation...very versatile. I love this game!

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Generation upon generation have enjoyed Flinch since it was first introduced in 1905. Now it's back, and better than ever, bringing with it fond memories of great fun. All you have to do to win is get rid of the 10 cards in your stockpile. You'll do this by playing them in numerical sequence--whenever possible--onto the play piles in the center of the table. Sounds simple, doesn't it' Or is it' Flinch set includes rules for 5 great Flinch variations, including Flinch 2000--a "zestier" way to play with new "wild" cards, a solitaire game and a special version just for kids. Introduce this beloved card game classic to your family today! Includes 3 decks (144 cards in all) and illustrated rules and history of Flinch. For 1-8 players.

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Scattergories The Card Games Review

Scattergories The Card Games
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This version of Scattergories is similar to ASAP, a game that came out in the 90s. This version is easier to carry around and doesn't involve writing. You don't need pencils and you don't have to get those pads that come with the other version. This version is good to play in the car with the kids which makes it a good travel game.

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All the exciting elements of the Scattergories game in a great, portable format. Two decks form endless combinations of categories and letters so every game is different. Quick! What can you find "At the Beach" that begins with the letter "S"?2 or more players

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Kings in the Corner Game Review

Kings in the Corner Game
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Playing this game has become a twice a week treat for my husband, Dad, Mother-in-Law, and myself. We developed a way to play pairs, (men against women) and have loads of fun. It is something we look forward to each time we get together and I would recommend this game to all ages.

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Here's a great game for all ages! Kings in the Corner is the classic card game that's royally fun. Use the unique card control centerpiece to keep the game in order. Kings go in the corners. Play the game solitaire fashion laying down cards in alternate colors to try to extend your turn as long as possible. Can't make a single play? You have to pay the pot with one of your game chips. First to empty your hand of cards? You win the pot plus your opponents' point chips for their unplayed cards! The first player to get 100 points (chips) wins the game! 2 to 6 players.

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