Saturday, February 11, 2012

Great Party Games.

Tired of Poker cards? Uno? Monopoly Deal? Jenga? Taboo? Here are some new recommended party games you and your family/friends can play!

I) Saboteur
How To Play?

Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the game.

The Start Card and the three Goal Cards are placed onto the table, each seven card widths apart from each other. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.

Players have cards in hand. On a player's turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass. The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.

The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.

Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards. Once a player places a Path Card that reaches the gold, the round is over. The miners have won and receive cards with gold pieces as their reward.

The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.

Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner.

Number of Players: 3 - 10.

This intellectual game of strategising and deception keeps your brain going, and is best played with 7, 8 players. Have fun with this one!


II) Saboteur 2

How To Play?
An expansion of the first, Saboteur 2 requires a copy of Saboteur to play.
Similar to Saboteur, each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines -- but each player knows only his own role, so the digging may or may not go as planned!

Each turn, a player lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached, the saboteurs profit instead. After three rounds, the player with the most gold wins.

Saboteur 2 includes the original game, along with additional role cards (the boss, profiteers, geologists), new action cards (steal gold, change your role), and new tunnel cards featuring doors, ladders and bridges. What's more, the gold seekers can now be divided into teams -- blue vs. green -- and only those on the team that finds the gold score anything, assuming they do of course...

Number of Players: 2 - 12.
Best played with 4 - 8 players.


III) Pictureka! Card Game
How To Play?
Four different card games, '8-Away', 'Alphabetti', Matchureka! and 'Cow's Creative Combo' to get your creative juices flowing.

• A is for Apple! Race to find pics of things that start with a certain letter!
• Race to get rid of all 8 of your cards by spotting mission pics.
• Get calm and stretch your brain muscles in a matching pairs game.
• Get creative and combine cards to complete missions.

Pictureka is a super easy and fun play-it-anywhere card game. Perfect to bond with your kids!


IV) Lifeboat Card Game
 
How to Play?

Your only hope for survival is to climb aboard a Lifeboat and head out into uncharted waters. But as supplies run low and hidden treasure is discovered, the passengers start to take sides. Protect your secret love, watch out for your secret enemy, and grab as much loot as you can!

Lifeboat has a very different feel as players take the roles of a beleaguered survivor on a lifeboat - with a very interested fate in one or two of the other players. It works great with six, almost as well with five, and barely with four and is an extreme example of a game in which the players collectively determine who wins. I call it "Diplomacy in an hour."

Each player is randomly given one of the six characters in the boat, each with a different size (ranging from "3" to "8"), value (from "4" to "9"), and special ability. The characters are the Lady Lauren, Sir Stephen, Captain, First Mate, Frenchy, and the Kid; and a matching card for each is placed in a row in that order on the table, showing where people are sitting in the boat. A deck of Provision cards is placed near the Lady Lauren on the far left - the bow of the boat, with one card dealt to each player. 

The Navigation deck of cards is also shuffled and placed at the Aft of the boat, next to the Kid. Players each secretly draw one "hate" card and one "love" card. The love card shows which other player they want to survive (if they love themselves they are a Narcissist and get double points for surviving); and the hate card shows which player they want to die (if they hate themselves they are a Psychopath and want everyone on the boat to die except for the one they love). The first turn is then ready to begin.

To start off each turn, the player whose character is next to the Provision deck is named the Quartermaster and draws Provision cards equal to the number of players. They choose one, pass to the next player in the boat, until everyone has taken a card. Provision cards include:

- Water (16 cards!) - needed to keep players alive.
- Paintings, Jewels, and Bundles of Cash - worth points at the end of the game.
- Oars - used as weapons or for rowing
- Weapons - such as the knife or blackjack
- Medical Kits - heals injuries
- Other equipment - from buckets of chum to life preservers

There are only forty-two provision cards in the game; if the game lasts longer than that, the deck is depleted and players have run out of stuff. 

Starting with the Quartermaster, each player then takes one action. They have the following choices:

- Do Nothing. 
- Change places with another character on the boat. The player being traded with may refuse, causing a fight. 
- Mug another player, taking one of their cards - either face up or from their hand. The player being mugged may also refuse, starting a fight. 
- Row - the player draws two Navigation cards, placing one of them in a special "Row" deck, and the other on the bottom of the Navigation deck. 
- Use an item's special action (opening the parasol, using the flare gun, etc.

When a fight occurs, the other players not involved may choose to join one of the fighters, or simply watch. The fight is simply resolved by comparing each side's total size, with the larger size winning. Weapons may be played to increase the size of one or more players. Characters on the losing side each take one wound. If the defender wins, nothing happens, otherwise they are mugged/must change their seat.

At the end of a round, the player closest to the Navigation deck chooses one of the cards in the Row deck to play, putting the rest on the bottom of the Navigation deck. If there are no cards in the Row deck, the top Navigation card is flipped over. This card indicates who falls overboard (a character who falls overboard loses all of their face up cards and takes one wound). The card also points out who gets thirsty. Sometimes the card will show a fight symbol or a row symbol, which means anyone who did those actions was thirsty. Someone can get thirsty three times if their name is on the card, and they rowed and fought and both symbols appear. Players may discard a water card to avoid one thirst but otherwise take one wound for each.

If a player takes wounds equal to their size, they are unconscious (which means they die if they fall overboard). If they take one more wound, they die. They take no more actions for the remainder of the game. Several Navigation cards show a seagull. If four of these are revealed, then the boat is rescued; and players score. Each player scores points equal to their value, and points if their love one survived and their hated one died. Players also score points for their valuables they are carrying (even if they died and managed to stay in the boat). The player with the highest score is the winner! 

Number of Players: 4 - 6
Best played with 6 players

Comes in board game, expansion I - III.


V) Trans America / Trans Europa
How To Play?
VIDEO: http://www.youtube.com/watch?v=jEn-Xfn_IeA&feature=related


A very simple railway game. Each player has a set of 5 cities strung across the US that need to be connected by rail. Players place either 1 or 2 rails each turn. The game ends when the first player completes a connected route between his 5 cities. The player who can make the best use of the other players' networks is generally victorious.

Now it is time to go railroading in Europa. Just like TransAmerica, players work together building a railroad network, but this time it is across Europe instead of the United States. The first to have their five cities connected wins the round - the others lose points for being too slow! After 3-4 rounds, the player with the most points wins the game!

Number of Players: 2 - 6.
Best played with 4 - 6 players.
Recommended with 3 - 6 players.




VI) Dixit Odyssey

How To Play?
VIDEO: http://www.youtube.com/watch?v=Pa8ZoHl3Yro (Dixit Odyssey)
VIDEO: http://www.youtube.com/watch?v=LFsiBbopszI (Dixit)


Each turn one player is the storyteller. This player secretly chooses one card in his hand, then gives a word or sentence to describe this card – but not too obviously. Each other player chooses a card in hand that matches this word/sentence and gives it to the storyteller. 

The storyteller then lays out the cards, and all other players vote on which card belongs to the storyteller. If no one or everyone guesses the storyteller's card, the storyteller receives no points and all players receive two; otherwise the storyteller and the correct guesser(s) each receive three points. 

Players score one point for each vote their image receives. Players refill their hands, and the next player becomes the storyteller. When the deck runs out, the player with the most points wins.

Number of Players: 3 - 12.
Best played with 6 players.
Recommended with 4 - 12 players.

To get these or other fun party games, Paradigm Infinitum is the shop for you. Though you can get them for less online, buying them at a physical shop is still preferred.

Paradigm Infinitum Orchard
220 Orchard Road, #03-01 (right in front of the escalator)
Midpoint Orchard, Opposite Somerset 313
Singapore 238852 
Opening Hours: Mon - Sun 12pm to 9pm
Open on Public Holidays except on the first day of Chinese New Year
Tel: 6734 3858

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