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"Simply brilliant. Brilliantly simple."

-- Omar Sharif

Continuo has been named:

Mensa Best Mind Game
A “Games 100” Selection
Dr. Toy Award Winner

1864 Poker Deck
1864 Poker Deck


This is a real sturdy and attractive deck for professional readings. The card stock is nice and thick; these are not fragile cards. Fortunately, for they are very handsome! Historical decks have a special place in my world, and I recommend this deck highly for its appeal both visually, historically, and its versatility.

What I find especially appealing visually are the gold foil outlines on all the cards; each pip and court card has a striking amount of bling. Card corners are not rounded. Notice that the cards do not bear indices in the corners: there is no '6' on the six of clubs, no 'A' on the Ace, etc. While for certain styles of gaming that may prove inconvenient, I find that it does not encumber most types of games that I play, and for divination it poses no problem whatsoever. Additionally, the court cards feature full-bodied people rather than the standard mirror-image, two-headed figures in modern playing cards.

Since I use the same cards for gaming as divination, I find these cards to be off my shelf repeatedly for either a game or a reading.

—John Alan Cartomancy

I just received the cards, and I am very impressed with the quality of the reproduction of the artwork, as well as the stock and finish. It mimics the card stock that was used in the historical deck as well as the artwork.

Also, the information card is very informative, and adds to the card's overall appeal. This deck is just all around a great replica deck.

—Steve M., Amazon customer

Royalty® Word Game
Royalty® Word Game

What word game lovers are saying about Royalty

My wife and I played Royalty for many years. We have tried many other word games especially an all time favorite Scrabble. Royalty provides a very good alternative to Scrabble. Game play Royalty presents complexities and therefore challenges that Scrabble does not have.

In Royalty a player can either play a word from his hand, capture an opponent’s word by adding cards to form a completely different word, or do both on any one turn. Like Scrabble a player can choose to return cards to the remaining deck. However in Royalty a player must return his entire hand and receive 7 new cards.

Royalty is an excellent test of vocabulary and mental agility. You will thoroughly enjoy this game.

—Phillip E. Clark, “Royalty Fanatic”

Royalty is essentially a form of Scrabble but played with cards. I like it because it can be played more casually than Scrabble, but it can also be played in a very competitive manner. My wife and I play it regularly, for fun, without keeping score. Play it for fun, as I do, or for keeps. It is easy enough for fun and complex enough for real competition. A first rate card game.

—Joel Barnett, Amazon customer

If you like Scrabble, but find it a bit slow-paced, try Royalty. It's a fast-paced and portable word game played with a charmingly vintage-looking double pack of cards. You take turns buiding your own words (from the seven cards in your hand) and stealing those of other players. The basic rules are simple, but it's easy to come up with creative variations to make the game longer, or more challenging. The compact size makes it perfect for breaking up the boredom of plane travel This reasonably priced game's been around for a long time, but strangely isn't nearly as popular as it deserves to be.

Armelle Martin, “Wordsmith”

Royalty is a challenging and creative word game. Faster than Scrabble and you can carry it anywhere. A game lasts an average of 20 minutes. An added feature allows players to capture opponents’ words. Easy to learn, fun to play. If you like word games, this is the one for you!

—Natalie Miller, Amazon customer

I have loved Royalty since a friend introduced me to it 15 years ago. Now, I buy sets in bulk as a wonderful, inexpensive gift for hosts, friends and family. It is great for travelling because it is so compact and I have played many games in airports and hotels. Our entire family plays now instead of Scrabble and Boggle and play each time we get together.

“Doggielover Deets”, Amazon customer

My family and friends and I have been avid Royalty fans for over 15 years now. It is similar to Scrabble, but adds the fun of rearranging letters on the table to make new words. It's sort of a cross between Scrabble and Rumikub, two of my favorite games.

The setup is that you draw 7 cards. Each turn you have you can make one word using the letters in your hand and you can "steal" one word from the table by adding letters from your hand to it and rearranging if necessary. Game play is fun with two players, but gets more exciting with more players as there are so many options of words to rearrange and steal. For instance, someone might play "EEL". The next player (in addition to making a word from within their hand) might steal that word and play "LEER" by adding an R. The next player could then add an A, E and S to make RELEASE, and so on. You get double points for having all your letters in one color or using your entire hand. It's a great travel game and makes a wonderful gift for any Scrabble lover.

—“Cricket”, Amazon customer

I have played Royalty for over 40 years. It is by far my favorite word game, a mixture of Scrabble and Anagrams with cards. This game challenges your mind and is so much fun to play. Best word-game ever!

—R. Watson, Amazon customer

I played this with friends over New Year's, and we nearly missed the fireworks at midnight because we were so engrossed in this game. It's a little slower paced than Scrabble in terms of turn length, but the anagram fun is doubled because you can use not only the cards in your hand on your turn, but rearrange any word on the board as well. One of the more strategic of the word games I've played, Royalty challenged the word-lover in me and introduced a level of competition to create the most elegant word beyond that in most other word games. Very satisfying.

KKM, Amazon customer



Best Dinner Game Yet

Kids are 3 & 5, they love it at meal times, it keeps them at the table eating for a long time! Normally they want to be excused and go off to play, leaving 90% of their dinner on their plate. This game is great for all ages. We (the adults) join in and our youngest was playing it when she was 2. You learn a few facts along the way too. Basically each card has the top half with factual information about something, then at the bottom are questions like what animal would you want to be, what would you eat, how would you spend your day, where would you want to travel to, how would you get there, who would you take with you, etc.

We have a few dinner game products, but this one is the only one so far that allows the kids to both play at the same time, involving the whole family in conversation together and it allows them to continue to eat while playing and it doesn't take up a bunch of space on the table. It's educational and fun! :)

-- L. Hinnrichs (California), Amazon

Great little product, great little price

I bought these on a whim because they were so inexpensive and I am glad I did. My kids were 6, 4, 2 and newborn when we got them, so really only my 6 and 4 year olds could participate. Even still, I think you have to be at least 4 and even 5 or 6 years old would be more suitable. Still, they loved when I would get these out and it's really fun to have your kids listening and engaged all together. It was a really low price when I bought them so if you're looking for something fun to do with your kids while you're at the table, or killing time somewhere, these are great. You can pass them on to someone else when you've gone through all of them, or save them for a year or two and start over and see how the answers change!

-- TXMOM (Texas), Amazon

Creative Whack Pack® Deck
Creative Whack Pack® Deck


Roger von Oech has won a loyal following around the country.

-- BusinessWeek Magazine

Banana Split Card Game
Banana Split Card Game


When it comes to a unique and fun game to both entertain and teach your child, Banana Split ranks at the top of the list. Published by U.S. Games, it is a terrifically fun and educational game for 2 - 4 players. While the recommended age is 6 and up, this game captivates my five year old daughter for long periods of play. Since receiving it as a gift, she has asked me and her mommy to play it every single day, and we enjoy it as well.

The game has great visuals and manipulatives, including 132 cards and four fold-out ice cream stands, designed to hide players' ingredients. The action of building desserts takes place within one's ice cream stand, while a play mat serves to advance the game by organizing the cards still in play and remaining to be played. Gameplay is appropriately paced; each turn allows the child to make a decision as to whether they have the necessary ingredients to create a dessert or they need more in their inventory.

The box reads: "A great way to teach kids numbers, sequencing, addition, and strategy." I would add that these skills are rewarded in consistent steps, and some part of that list of four skills is addressed in each move of the game as each dessert is successfully created (usually in two to seven moves). Because the game progresses swiftly, punctuated with frequent successes, it really captivates all players' attention quite nicely, even for the adults! I highly recommend this game to all parents who want a fun, developmental game that their child will repeatedly ask to play.

—John Alan



Fun for the family on your way to a game

These cards are a simple and fun way to pick up fun facts about baseball -- and then use those facts to launch a conversation with your kids. It is an ideal game to play with your family on the way to the ballpark. No need to be a baseball fanatic. The cards get you in the mood for the game. A sample fact that I liked: "In the early days of baseball, pitchers had to pitch underhand and the batter could request a high or low pitch." The same card asks "If you could revise the rules to a sport or activity what would you change?"

You get the picture. The casual baseball fan will learn something, but since there are no "right" answers everyone can play. Nobody loses -- perfect for my family.

-- B. Daly, Amazon customer

Flip Six™
Flip Six™

2011 Winner Creative Child Preferred Choice Award

What customers are saying about Flip Six Card Game

Our whole family, kids, parents, grandparents, are all totally addicted to Flip Six game! I had no idea how much fun it was going to be.....even for adults. It is the one game we all choose to play....no debate!
—Nancy J. , Amazon customer

Awesome card game for all ages--I have 11 grandchildren--I kept 6 of them entertained for hours with this game. they want to play it all the time. Love it because it is quick and several age groups can play.

—Sandy Grabowski, Amazon customer

This game involves just enough strategy to keep it interesting and not just a game of fate, yet is simple enough that the youngest is not at a huge disadvantage. Our kids, 6 and 8 both enjoyed it and each got a chance to win a round which keeps it fun for them.

All players are dealt 6 cards which are put face-down in two rows. One card from each row may be turned over but the rest of your hand is a mystery. On their turn, each player takes a card from the draw pile or the discard pile. They then must decide if they switch it for one of their face up cards or a face down card. The object being to get rid of your high-number cards so that, at the end of the round, they have the lowest possible score. But remember, many of the cards are face down so you don't know if you're making a good trade or not. A round ends when all players cards are face up. The game is designed to be played in 10 rounds, the lowest score at the end of 10 rounds wins. Many times we didn't make it to 10 rounds, but enjoyed the game none-the-less. At any time, a player may call for the end of a round early if they think they have the lowest score. If they do, great, if they don't...their score gets DOUBLED so be careful! And drawing a matching card to one in your hand is a special draw because it allows you to permanently discard cards from your hand, decreasing the number of cards in your hand and giving you an advantage at scoring time.

All in all, a fun game that helps increase counting skills and introduces negative numbers too. The instructions could have been clearer but were finally deciphered enough to enjoy the game fully. Highly recommended and a great travel game too.

—Rudy, Amazon customer

This is a card game for all ages. Great for number recognition and value recognition for younger kids. Kids like to play and parents enjoy, too!




Editors' recommended specialty toy.

-- TD Monthly Magazine

Innovative game play and ingenious components. Players choose, shift, steal, and move letters around -- and that's what an amusing, brain-testing word game is all about. A game to be played over and over again, as it's always so different.

-- Gloria Rosenthal, President, World of Words

Hooyah: Navy Seals Card Game
Hooyah: Navy Seals Card Game

Check out Miami Dice's Tom Vasel and Sam Healy's review of Hooyah!


There are lots of card games out there and some of them feel very cookie cutter, whereas some of them stretch the boundaries of what most peoples concept of card games should be. Hooyah: Navy Seals Card Game has found the sweet spot. There is enough about this game to make it feel fresh while still retaining the comfortable feel of a casual card game.

Starting with the outside and working our way in, we see box art that is worthy of its title. No, the Navy SEALs have not endorsed this game, even though several former officers advised on some of its aspects. The box, its plastic internal separator, the cards, the health tokens, and the instruction manual are all high quality. The cards are easy to read, durable, same with the time counter device, and the health tokens are just as sturdy as they can even withstand limited exposure to mouthy kittens (results may vary depending on kitten and length of exposure). U.S. Games is a well established company and they put considerable resources behind this game, it looks and feels great.

The rules, and their book, are easy to read and easy to learn but do allow some time to actually read the rules. There are some card games out there that you can open and play, Hooyah is a bit more involved than that, but the small amount of time it takes to learn the rules is well worth it. Hooyah is a military game in a very abstract sense. The creators have done a good job of capturing some of the aspects of military missions, but in no way are claiming that this card game will replicate the actual feelings and emotions generated by an actual military excursion.

The game allows each player to assume a duty position on a SEAL team for a mission. Each of these positions are actual roles that different real life officers will assume on a mission, including a commander, medic, and a sniper. There are ten roles in total which allows the player quite a few variations on gameplay. Each role has special abilities and some of them will be more useful than others depending on the mission. The commander position is the most challenging as the person assuming this role will have to assume some leadership duties during the game.

Each mission, based on real SEAL missions, has objectives that have to be met for success. The Skills and Equipment Cards (seventy-five as well) contain some equipment that give bonuses, and success in the game hinges on matching having enough cards of a certain color or a combination of cards to “create” a card of the needed color. It might sound strange, but once you start playing the game, or watch several gameplay videos, it will become clear quickly.

An added bonus to this game is that there are solitaire rules. Anyone who has purchased a card game and wanted to play it only to find that their buddies are not available or not interested know that then you are left with a large card sized game paper weight. By providing a solitaire option, U.S. Games has doubled the amount of times this game can be played, and they’ve even gone so far as to translate the rules for Hooyah into German.

It’s easy to tell that this is a game that U.S. Games Systems are proud of and rightfully so! Hooyah is a homage to the Navy SEALs, a group of men who put their lives in harm’s way on an almost daily basis to protect the freedoms we sometimes take for granted. This game shows respect and at no time steps over any lines. U.S. Games Systems didn’t need to use former Navy SEALs as advisors on the game, it would have been fine without their input, but it wouldn’t have been near as good or felt near as real. This attention to detail is the cornerstone to successful military operations and to the success of this game.

I would recommend this game to anyone who enjoys card games as it plays as well as it looks! The opportunity to take a leadership role, and the concept of losing if any of the members of the team lose all of their health are two dynamics that make this game breathe. To call this game cooperative is a gross understatement. This game can’t be won unless every player is in to win and are willing to be team players. I could actually see this game being used in leadership classes or as a team building tool. Right now U.S. Games Systems is offering this game for the discounted price of $24.95 if ordered before 1/1/13, at which time the cost will increase to $32.95. At either price this game is worth it.

-- Cape Rust, Geek Culture. Geek Media. Geek Like!

Hooyah is much more than a war themed game…much more.

Mike Fitzgerald has ingeniously created a game that captures the feel of the challenge and rising tension that one would imagine is created when facing unthinkable real-life dangers without violence or controversial subject matter. Fitzgerald manages to do this with an elegant system that is less specific, less blatant and very intuitive. Using simply colors and numbers and some Seals imagery, the game’s objective rests firmly on the shoulders of the players, their interaction with each other and of course, communication. These challenges can only be overcome with training, expertise and teamwork.

On the subject of teamwork, many cooperative games force players into a situation where often the alpha player at the table suddenly becomes the boss, playing the game for the other players, diminishing the teamwork aspect of the cooperative motif. In Hooyah the player who is the Lieutenant Commander IS in charge and by the rules (of the game and the military) all players must answer to and defer to the LC’s decisions. Give the LC role to a more timid player and see what happens! The Time Counter device is a wonderful balancing mechanic that creates a time limit based on the difficulty of the Operation being attempted. Each of the 10 Navy Seal character cards also have special abilities that when combined create a sense of unity in the group rather than creating conflicts on who should do what. Combined with the LC’s role, this produces a very tight foundation for player interaction.

The rising tension of the game is manifested in the five Operations that players must complete in order moving up a visible ladder to the main Mission card. Trouble is, events that can use up your resources before attempting the OP increase in number as the game progresses. In a four-player game, for example, by the 5th OP, players must face 9 event cards (two per player plus one). In preparing for the Mission and Ops you plan and prepare as much as possible, but the real threat of failure looms ever-present.

Hooyah excels as a solitaire game. In fact, Fitzgerald admits that the game was developed and play-tested solely in solitaire mode long before testing with other additional players. For this attribute alone, where most solitaire rules fall a bit short (who wants to play alone?), the tension and challenge immerse a player even in solitaire mode – a tribute to the game’s tight design.

Mostly though, in Hooyah you have a game that doesn’t beat you over the head with theme. The danger is portrayed through tension not graphic violence. It doesn’t need minis or maps. The Missions are real-life missions, and if you feel inclined to read about them they are included in the rules. The weaponry exists as Equipment cards that provide an image, name and special ability but not damage values or ammunition ratings. As a family game, the basics of color/number matching, preparation and cooperation to achieve a goal are all qualities that parents would be proud for their children to learn. For any other gamer, it is a test of good communication, command structure, risk assessment and confidence – all qualities I am sure that any Navy Seal would need. And when a mission is accomplished, arms will be raised in victory – a sign of a truly immersive and expertly designed game experience.


Hooyah is a cooperative card game based on modern real world Navy SEAL missions published by U.S. Games Systems

This game is sexy from the inside out! The rules are easy to learn, the cards are stunning, and the gameplay is intense. HOOYAH is a well-executed, fast-paced game that maximizes your time on target. The time and energy put into this game shows the respect that U.S. Games has for the brave warriors of the U.S. Navy SEALS and the special operations they carry out in the dark of night, behind enemy lines while we sleep. Double check your gear and head over to the briefing room. There are evil people out there doing evil things, only you and your team can stop them! HOOYAH!


Publication Quality: 10 out of 10

This is a high quality product. U.S. Games Systems spared no expense producing this game. The cards are the right weight and the artwork is top notch. The text on the cards is easy to read and the font has the right military feel. The depictions of the equipment on the cards are accurate line drawings with some interesting factoids included. All of the pieces included with this game are high quality and will not fall apart even with repeated use. My kitten Tum Tum Monster Destroyer got hold of a few of the health counters and minus some cosmetic damage they are still quite useable (Tum Tum Monster Destroyer is an epic creature with a high challenge rating but your results with animal encounters might vary). The box art really gives a SEAL/Special Ops feel and like everything else the box is high quality.

Mechanics: 9 out of 10

Hooyah, does not try to replicate the stress of real world combat or real world operations. U.S. Games Systems has more respect for the uniformed services than that. This game really stresses cooperation and teamwork. Each player assumes real world SEAL team positions that give them special abilities. Team roles include things like sniper, commander, communications and medic. There are actually a total of 10 roles the players can assume providing a great deal of variation in game play. Most of the mechanics are based on having the right amount of cards of a certain color. The rules are more complex than that, but that is the baseline mechanic. Mike Fitzgerald, the creator of the game, was kind enough to add mechanics that drive cooperation (like a tabletop role-playing game) and actually places one of the players in a leadership role. If one of the players loses all of their health tokens, the mission is a failure. One of the values that many soldiers hold dear is that we don’t leave anyone behind. That is harder said than done, but always a goal. The rules are not hard to learn but it does take a few minutes to read through them. I recommend allotting at least a half hour before playing the game for the first time to read through and learn the rules. This game includes rules for solitaire play, which is very rare for any card game of this type.

Desire to Play: 10 out of 10

I wanted to play this game as soon as I saw an advertisement for it. I was in the military and this struck a chord with me right away. I was in the Army and I do feel the whole Navy SEAL thing has been played out, but this game is a genuine tribute to the SEAL and the amazing things they do. Every piece of this game adds to the desire to play. If you are not interested in anything military, just focus on the the team work and color matching aspect and you should still enjoy the game.

Overall: 10 out of 10

I had a great time learning how to play and actually playing this game. I have played it several times in groups and alone and enjoyed it every time. There are just enough other factors and variables in the game to keep it interesting and the amount of SEAL team role combinations possible at the table providing a vast amount of variations during game play. This game was designed to pay homage to not only the Navy SEALs but Special Operations and the military as a whole. If you are looking for a change of pace from your normal RPG or are getting tired of Magic or Munchkin, then this is a game great diversion. I can see Hooyah being used in leadership classes or for team-building exercises as well. No matter how or when you decide to play Hooyah, play it, it is fun. Lock and load, it’s a wild ride!

—Cape Rust, Role Player’s Chronicle

I’m always on the lookout for short solitaire and co-op games, so when I stumbled upon this goofy-looking box at the local game shop, I just had to give it a shot for the $30 sticker price. I had heard some decent things about it, and though the theme and art made it look like a cheap promotional game that’s really a recruiting tool in a bad disguise, I took the plunge. HOOYAH!

There are 150ish cards in the package, half of which are Ops cards and half of which are equipment and skill cards. The card stock has a pleasing appearance and a nice rough feel to it, though a few of my cards have seemed to scratch rather easily compared with nice linen-textured stock. Also included are oversized character, reference, and mission cards, a neat mission holder/stand, a handful of health tokens, the rulebook, and a really cool little mission timer/counter.

The graphic design on the cards is very well-done, though I feel the art on the characters leaves something to be desired. Everything meshes together nicely though. It’s always a little disappointing to spend over $20 on a card game and only get a tiny pack of flimsy cards, so I was pleased that the publisher went the extra mile to make sure players have everything they need to keep track of rounds and health without paper and pencil. It’s a nice package that makes you feel you got your money’s worth. But who cares? It’s all about the gameplay, so let’s see how that stacks up. HOOYAH!

This game sets up very quickly, an important factor in how often I’ll bust a game out for a lightning solitaire session. You’ll basically shuffle two decks, lay out a display from each, pick a character, grab five health tokens, and start. For comparison’s sake, it’s up and running faster than Space Hulk: Death Angel, which I’ve found a little physically fiddly due to the spatial element and all the different decks and hands to manage.

You’ll pick one of five missions to take your hardened Navy SEAL team on. One player in the group must be the Lt. Commander, who has the task of asking each player what he can contribute to the mission each round. Everyone else gets to pick a special class, each of which gets a bonus when playing a particular color or else has some other ability to help you on your way. Once everyone’s ready, you reveal the first “op”, a set of two colored and numbered cards in the middle of the table. (The rulebook literally says that the commander must call HOOYAH! for the ops phase to start. This is easily the best contribution to gaming in the past 10 or 15 years). Your goal is to play combined skill and equipment cards as a team to meet that color and number requirement. So if the middle has a green “2” and a purple “4”, you’ll need to play two green cards and four purple cards to pass the op.

The game has a neat little mechanic in the timer which acts as a balance against extremely high number requirements or extremely low numbers having been drawn: the combined number of the set is the number of turns your team gets to draw colored cards from the skills and equipment display before you must go on the op or start losing health each turn. So in the above example with a green 2 and a purple 4, you would collectively receive 6 turns in which to draw 2 cards each turn to prepare for the mission. While you might try to keep track of what people are picking up from the display, of course you won’t know what cards they drew blindly from the deck, so you must rely on the commander’s “roll call” ability.

The card play is sound, and the leader mechanic is novel. This game plays quickly and is better for it, as it never outstays its welcome. It also plays well solo as well as co-op, though in this case I think it’s better with three or four than with one or two. The pairing of set collection and a tense theme reminds me of Knizia’s Lord of the Rings cooperative, and indeed this game plays like LOTR Abridged. Any game that can pack that type of an experience into a half-hour or so is okay by me.

I like this game quite a bit, probably more than you’d think based on the relatively simple ruleset and thin dusting of theme. I feel that the theme is really what you make it--pretend the firepower ops are guys you’re picking off on the outskirts of the target compound, the tech ops are alarms you’re hacking before they go off, the air requirements are air support units running real-time surveillance. Still, it’s set collection and hand management at heart, and it’s not an easy game to lose oneself in.

In a lot of ways it’s again akin to Lord of the Rings, a game that can be polarizing as some do not like the way the theme was integrated. I personally love that game, and it’s one of the few I’ve rated “10” here on BGG, as it successfully abstracts the tension of the books if not a simulated page-by-page of what Frodo & Co. went through. So is it with HOOYAH: the game captures the building threats and problems of preparing for a mission, though you’re not rolling dice to headshot terrorists or gun down evil dictators. When it comes to immersion, while you won’t hear the bullets whizzing by your head, you may just hear the faint sound of choppers whirring in the distance. HOOYAH!


(Note: This game as a solitaire or co-op experience is far too easy if you’re playing by the rules as published. You’re just gaining way too many cards per turn to fail. But the designer posted variants that were originally intended to be included with the game here on BGG, and the game is far more tense with a selection of those.)

Kyle Mann, Board Game Geek

Escape from Alcatraz
Escape from Alcatraz

Sample Game




HeartSwitch Wizard Combo Pack
HeartSwitch Wizard Combo Pack

Check out Dice Tower's Tom Vasel's review of HeartSwitch!