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  1. Men are From Mars, Women are From Venus

    Men are From Mars, Women are From Venus

    A game inspired by the book by John Gray. Each turn one player draws a card and must answer a multiple choice question. The other players attempt to guess how that player will answer. Points are awarded for guessing correctly. The questions deal with provocative and sometimes sensitive topics (sexuality, values, etc.), so one of the choices that is available to the answerer is "choose not to answer" (called the "cave" for men and "well" for women).

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  2. Mc Wiz 2000

    Mc Wiz 2000

    No board... no randomness!

    A simple, easy, no-fuss, boardless trivia game aimed at French-Canadian people. There are five categories: Arts, Science, Poubelle (Trashcan), Temps & lieux (Time & places) and Sports.

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  3. Linkity

    Linkity

    Every player starts with 7 cards and each card has a letter. The first player plays a card and announces a word that starts with that letter. Then any player can throw down another card as long as they can announce a word that starts with the letter on their card AND that has some relationship to the card previously played.

    Poor associations can be challenged and players vote on the acceptance of the explanation. If the explanation is valid, the challenger takes two cards from the discard pile. If it is voted down, the player that played the card picks up two cards.

    Once a player is out of cards, the round ends and each player scores the number of cards remaining in their hand. After three rounds, the player with the lowest score wins.

    WHAT THEY'LL LEARN: Vocabulary, Quick Thinking, Word Association

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  4. Monopoly Deal Card Game

    Monopoly Deal Card Game

    (from the box):
    The fast-paced, addictive card game where your luck can change in the play of a card! Collect 3 complete property sets, but beware Debt Collectors, Forced Deals and the dreaded Deal Breakers, which could change your fortunes at any time!

    MONOPOLY DEAL - the card game where anything can happen!

    How to win: Be the first player to collect 3 three full property sets of different colors.

    The Cards:
    Action Cards may be played to initiate the action printed on the card or may be used as money of the value noted in the upper left and lower right corners.
    Property Cards some denote a specific property and some are wild. They show property name, set to which they belong (or in which sets they may be used), rental costs, number of properties in their set and their value when used to make payments.
    House/Hotel Cards may be used to increase the rental cost of a property set. They also have a monetary value for use in making payments.
    Money Cards are used to make payments.

    Play:
    Draw two cards from the draw pile, or if you start your turn with no cards, draw five.
    Play up to three cards from your hand face up either as: money into your bank, properties or improvements into your collection, or actions. Action cards allow you to collect rent, receive money, take properties from others or cancel another action. Cards placed in your bank may only be used as money. When you must make a payment, you may use money from your bank or properties and improvements in your collection, but not cards in your hand.
    Discard cards in excess of seven from your hand to the bottom of the draw pile.

    Win by announcing it on your turn when you have three complete property sets of different colors. This ends the game.

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  5. Ambit

    Ambit

    AMBITᆴ has all the elements players like in a board game. You control your own fate. No early eliminations. Players decide on each turn whether to roll the dice, pick a card or play a card from their hand! No two games are ever the same! Every player has a chance to win until the very end. AMBITᆴ will provide hours of fun as you try to outwit and outmaneuver your opponents. Decision making is key on every move. AMBITᆴ is played with 2 to 6 players, individually or in teams. The box says ages 12 to adult, however, it can be played by anyone who can read and reason. AMBITᆴ was entirely made in Buffalo (NY), with the exception of pawns and dice. They were acquired from a U.S. company who made the pawns but not the dice. Estimated play time: 30 to 90 minutes.

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  6. Apples To Apples

    Apples to Apples

    The party game Apples to Apples consists of two decks of cards: Things and Descriptions. Each round, the active player draws a Description card (which features an adjective like "Hairy" or "Smarmy") from the deck, then the other players each secretly choose the Thing card in hand that best matches that description and plays it face-down on the table. The active player then reveals these cards and chooses the Thing card that, in his opinion, best matches the Description card, which he awards to whoever played that Thing card. This player becomes the new active player for the next round.

    Once a player has won a pre-determined number of Description cards, that player wins.

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  7. aye dark overlord

    Aye, Dark Overlord!

    Aye, Dark Overlord! (a.k.a. "S�, Oscuro Signore!") is a fantasy party game filled with humor. It is fast to play and easy to learn.

    Each player is an evil goblin servant of the evil Dark Overlord (Rigor Mortis, the Master of all Evils), and all of them are gathered at the Dark Overlord's knees to explain why they brought that last important mission, ordered by 'His evil Excellence' himself, to failure again. Panic wraps you in its freezing grip, what can you do to save your poor skin? Could you say you are not the one to blame, but your inept companions?

    Yes of course, that's the solution! There is only one little problem: they've probably got exactly the same idea... and the Dark Overlord is not known for his mercy...

    This roleplaying game is all about telling lies and shifting the blame on your poor fellow ones, so the righteous Wrath of your Master can give them what they deserve!

    Aye, Dark Overlord! shares artwork with Kragmortha

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  8. Barbarossa

    Barbarossa

    Barbarossa, in Italian "red beard" was, according to its inventor, inspired by the fantasy trilogy Die Schule der R�tselmeister (School of the Riddle Masters), in which wizards are devoted to the creation of riddles and riddle solving tournaments. In an interview designer Klaus Teuber stated "As you know there are moments when you close a book really sad that it's over. After finishing the last page, you often feel like you've lost a friend -- to be somewhat melodramatic. So I was looking for a way to keep the book alive a little longer. Creating a game seemed the perfect solution. In this game, I was looking for a way to make riddles, to experiment with shapes and to let the players express their own creativity with clay."

    The game starts with players using modeling clay to make objects that can be guessed by the other players. Players then take turns to move around the board either by rolling a die or spending gems to choose their move. The spaces landed on determine actions. Either the other players receive victory points, or you can ask a letter of an object (What's the fifth letter of that thing?), or you can ask general questions or make a single guess until you get a NO answer. Players also have three curse stones that they can throw down twice in the game and make a guess.

    You make a guess by writing the word down and passing it to the owner, who answers YES or NO. If you guess right, you stick an arrow in the object and score points (5pts if you're first, 3pts for second correct guess). In addition, and this matters, the object owner can either gain points or lose points, depending on the total arrows sticking at the time. So if you make your object too easy, or too hard, you lose points, but if you get it just right, you gain. Plus, at the game end, objects lacking arrows also lose their owners points.

    Your objects must each represent a single specific word, which you note down in secret. Trying to think of two or three things that people will guess, but not too easily, is really tricky and makes Barbarossa a fun game. Hopefully the new edition has a better rules set, as players might get puzzled by the variety of actions.

    A later-developed game with similarities to Barbarossa is Cluzzle.

    Re-published by Kosmos / Rio Grande 2001.

    Republished by Mayfair Games in 2005, in an edition for a maximum of 4 players in a smaller-sized box.

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  9. Ca$h 'n Gun$: Live

    Ca$h 'n Gun$: Live

    Ca$h 'n Gun$: Live is a sequel to Ca$h 'n Gun$, not an extension - although it does come with a bonus special power to extend its predecessor.

    8 to 20 players play in a public place where non-players are present. When the referee blows the whistle, all players points their hands (as if they had a gun) towards another player...all this in a public place!

    Of course, players are gangsters sharing a lot of money.

    Though ostensibly a LARP game, and on the cusp of being outside the scope of BGG, it retains inclusion as a group activity not dissimilar from Werewolf.

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  10. Cranium Cadoo

    Cranium Cadoo

    A version of Cranium "scaled down" for kids, although the game should still appeal to adults who like Cranium. Here's the manufacturer's information:

    "With a variety of hilarious activities, Cranium Cadoo gets kids thinking, creating, giggling, grinning, and laughing like crazy as they try to get four in a row to win. With so many different activities, there is something in Cranium Cadoo that will make every kid hoot and high-five. They might even discover a talent they never knew they had!

    And kids just love the cool Cranium Clay, funky tokens, and especially the Secret Decoder Mask. Whether kids love to act, puzzle, sketch, sculpt, or even crack secret codes, Cranium Cadoo has something for everyoneナincluding you!"

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