A beautifully crafted 2-player abstract strategy game from Smirk & Dagger. Winner receives a $250 shopping spree at the Smirk & Dagger booth!
Description:
Your turn is in two parts. First, a player may move one of their stones up to two spaces in any direction, including diagonally, in what is called a passive (or set up) move. Second, they take a more aggressive move, which must be the same direction and number of spaces as the first move. It is this second move that allows you to push stones across the board - or off the board's edge. Remove all four of your opponent's stones from just one of the four boards to win. Players will play in 3 preliminary rounds; top scorers will advance to elimination play.
Work with your team to guess the words before time runs out in this classic party game.
Description:
Players divide up into two teams. The current clue-giver on each team looks at a list of five words that they're going to have to get their teammates to say using only words (a.k.a., no sounds or gestures). The clue-givers bid on the number of words that they need to say to accomplish the feat, with the lower bid getting the honor of doing so. If the team cannot successfully name the words in the allotted time and with the bid number of words (or less), then the other team gets the point. The first team to collect ten points wins. Won Games Magazine Game of the Year award in 1997.
Work with your team to guess the words before time runs out in this classic party game.
Description:
Players divide up into two teams. The current clue-giver on each team looks at a list of five words that they're going to have to get their teammates to say using only words (a.k.a., no sounds or gestures). The clue-givers bid on the number of words that they need to say to accomplish the feat, with the lower bid getting the honor of doing so. If the team cannot successfully name the words in the allotted time and with the bid number of words (or less), then the other team gets the point. The first team to collect ten points wins. Won Games Magazine Game of the Year award in 1997.
Work with your team to guess the words before time runs out in this classic party game.
Description:
Players divide up into two teams. The current clue-giver on each team looks at a list of five words that they're going to have to get their teammates to say using only words (a.k.a., no sounds or gestures). The clue-givers bid on the number of words that they need to say to accomplish the feat, with the lower bid getting the honor of doing so. If the team cannot successfully name the words in the allotted time and with the bid number of words (or less), then the other team gets the point. The first team to collect ten points wins. Won Games Magazine Game of the Year award in 1997.
Lead one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder.
Description:
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose a card, then pass the rest to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases, some provide military strength, and others give nothing but victory points. Each card is played immediately after being drafted, so keep an eye on your neighbor's cards and how her choices might affect you.
Lead one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder.
Description:
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose a card, then pass the rest to an adjacent player. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence, 7 Wonders is a card development game. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases, some provide military strength, and others give nothing but victory points. Each card is played immediately after being drafted, so keep an eye on your neighbor's cards and how her choices might affect you.