A cooperative, light strategy game. Players must work together to defend their castle, from monsters that attack out of the forest.
Description:
Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
A cooperative, light strategy game. Players must work together to defend their castle, from monsters that attack out of the forest.
Description:
Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
A cooperative, light strategy game. Players must work together to defend their castle, from monsters that attack out of the forest.
Description:
Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.
A cooperative game in which players work together to defend their castle and helps develop educational skills, such as identifying colors and shapes, problem solving
Description:
In the game, monsters follow a single path toward a single, large, eye-catching castle, which is protected by one wall. Each step toward the castle is identified by a color and a shape. Players hold cards in their hands with cute defenders who also have a color and shape. When a card is played that matches the location of the monster, that monster is captured and thrown in the dungeon. Tension builds as more monsters are placed and move along the path toward the castle.
A cooperative game in which players work together to defend their castle and helps develop educational skills, such as identifying colors and shapes, problem solving
Description:
In the game, monsters follow a single path toward a single, large, eye-catching castle, which is protected by one wall. Each step toward the castle is identified by a color and a shape. Players hold cards in their hands with cute defenders who also have a color and shape. When a card is played that matches the location of the monster, that monster is captured and thrown in the dungeon. Tension builds as more monsters are placed and move along the path toward the castle.
A cooperative game in which players work together to defend their castle and helps develop educational skills, such as identifying colors and shapes, problem solving
Description:
In the game, monsters follow a single path toward a single, large, eye-catching castle, which is protected by one wall. Each step toward the castle is identified by a color and a shape. Players hold cards in their hands with cute defenders who also have a color and shape. When a card is played that matches the location of the monster, that monster is captured and thrown in the dungeon. Tension builds as more monsters are placed and move along the path toward the castle.
The action in this party game is part drawing and part charades with a string.
Description:
Each player is given 60 seconds to draw a shape with a loop of string, move it around, and interact with it, trying to help other players guess that word, then as many other words as possible in the time allotted. On a player's turn, they draw the top card of the deck, with each card showing four numbered objects or phrases; the top card of the deck will show 1-4 numbers, and those numbers indicate which objects the drawer can choose to depict with the string. When the drawer is ready, they flip the sand timer, grab the string, and start "drawing" - but they can interact with that drawing to help others guess the object, such as strumming a guitar, moving the tentacles on an octopus, or twirling the rotors on a helicopter.
The action in this party game is part drawing and part charades with a string.
Description:
Each player is given 60 seconds to draw a shape with a loop of string, move it around, and interact with it, trying to help other players guess that word, then as many other words as possible in the time allotted. On a player's turn, they draw the top card of the deck, with each card showing four numbered objects or phrases; the top card of the deck will show 1-4 numbers, and those numbers indicate which objects the drawer can choose to depict with the string. When the drawer is ready, they flip the sand timer, grab the string, and start "drawing" - but they can interact with that drawing to help others guess the object, such as strumming a guitar, moving the tentacles on an octopus, or twirling the rotors on a helicopter.
The action in the party game Stringamajig is part drawing and part charades with a string.
Description:
The action in the party game Stringamajig is part drawing and part charades with a string. Each player is given 60 seconds to draw a shape with a loop of string, move it around, and interact with it, trying to help other players guess that word, then as many other words as possible in the time allotted. On a player's turn, they draw the top card of the deck, with each card showing four numbered objects or phrases; the top card of the deck will show 1-4 numbers, and those numbers indicate which objects the drawer can choose to depict with the string. When the drawer is ready, they flip the sand timer, grab the string, and start "drawing" — but they can interact with that drawing to help others guess the object, such as strumming a guitar, moving the tentacles on an octopus, or twirling the rotors on a helicopter.
The action in this party game is part drawing and part charades with a string.
Description:
Each player is given 60 seconds to draw a shape with a loop of string, move it around, and interact with it, trying to help other players guess that word, then as many other words as possible in the time allotted. On a player's turn, they draw the top card of the deck, with each card showing four numbered objects or phrases; the top card of the deck will show 1-4 numbers, and those numbers indicate which objects the drawer can choose to depict with the string. When the drawer is ready, they flip the sand timer, grab the string, and start "drawing" - but they can interact with that drawing to help others guess the object, such as strumming a guitar, moving the tentacles on an octopus, or twirling the rotors on a helicopter.