Panic on Wall Street!

Panic on Wall Street!

In Panic on Wall Street! you take on the role of a freewheeling capitalist out to outmaneuver your competitors and earn your place as a great industrialist.

Players are divided into managers and investors. Your goal is to earn more money than any other manager (if you are a manager) or more money than any other investor (if you are a investor) by the end of the fifth round.

Each round managers and investors negotiate with each other in a noisy, two-minute free-for-all to set a purchase price for shares in the managers’ companies. Investors then collect income from the shares they purchased but not until a roll of the dice brings (sometimes drastic) changes to the economy, with major consequences for the balance sheet of each player. Managers collect what they are owed from investors, pay fees for each of their companies, and buy new companies at auction.

After five rounds of play (5 months), the manager and the investor who have accumulated the most money are each declared victors, the undisputed masters of commerce.

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Timeline: Inventions

Timeline: Inventions

Timeline: Inventions is a card game played using 109 cards. Each card depicts an invention on both sides, with the year in which that invention was created on only one side. Players take turns placing a card from their hand in a row on the table. After placing the card, the player reveals the date on it. If the card was placed correctly with the date in chronological order with all other cards on the table, the card stays in place; otherwise the card is removed from play and the player takes another card from the deck.

The first player to get rid of all his cards by placing them correctly wins. If multiple players go out in the same round, then everyone else is eliminated from play and each of those players are dealt one more card for another round of play. If only one player has no cards after a bonus round, he wins; otherwise play continues until a single player goes out.

Timeline: Inventions can be combined with any other title in the Timeline series.

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Bang!

This card game recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a character card to determine their special abilities, and a secret Role card to determine their goal. The Sheriff has to clean out the town, with the aid of their hidden deputy, while the Outlaws must take down the law. The Renegade? Well, they’re all on their own…

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Jungle Speed

Jungle Speed

In Jungle Speed, you must rely on your keen sense of observation and quick reflexes. It requires a steady hand — which can be hard to maintain during the many fits of maniacal laughter! The wooden Totem sits in the middle of the table, waiting for the player with the fastest reflexes to snatch it up and win the game.

Each player is dealt a hand of cards. In order to win you must be the first player to get rid of all of your cards. Each turn, all of the players reveal one of their cards. If two cards are identical, those players must make a grab for the Totem. The faster player then gives their cards to their unfortunate adversary.

To add to the difficulty, certain cards are almost identical, which can trick a hapless player into grabbing the Totem by mistake — a grave error. Other cards force all players to make a grab at once, change the method of play, or otherwise add to the difficulty.

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PitchCar

PitchCar

This game entry refers to two nearly identical games which are not compatible with one another. Ages 6 and up. PitchCar and Carabande are dexterity games where large, wooden, puzzle-like pieces are used to construct a race track that looks very similar to a slot car track when finished. But instead of using electrons, players use finger-flicks to send small pucks around the track, a la Carrom. PitchCar is produced by Ferti. It currently has five expansions which add “tight” curves, crossroads, small jumps, long straightaways, 45-degree curves, and curved bottlenecks. PitchCar apparently also has two editions, where the first edition has the black laminate on the top and bottom of the track pieces, where the second edition only has the laminate on the top of the track pieces. In the BGG photo gallery, PitchCar has red rails.

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Coup

Coup

You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive…

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers.

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game.

If you do have the character in question, you reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game!

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One Night Ultimate Werewolf

One Night Ultimate Werewolf

No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf…because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you’ll want to play it again and again, and no two games are ever the same.

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Oss

Oss

Oss is a skill game based on jacks, with players trying to perform certain tricks in between tossing their jack into the air and catching it.

Composure, dexterity, tricks… Several tribes decide to fight to determine who’s the best, their Big Chief!

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Two Rooms and a Boom

Two Rooms and a Boom

Two Rooms and a Boom from Tuesday Knight Games (http://www.tuesdayknightgames.com/tworoomsandaboom) – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team’s Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.

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Ultimate Werewolf

Ultimate Werewolf

Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves…can you and the other villagers find them before they devour everyone?

Ultimate Werewolf: Ultimate Edition is the ultimate party game for anywhere from 5 to 68 players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you’re innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents.

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