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Old Time Christmas Angels Deluxe Double Bridge Deck
Old Time Christmas Angels Deluxe Double Bridge Deck

What customers are saying about Old Time Christmas Angels

The imagery is wonderful and the style of these cards is very nice. I bought them just for the art. They are perfect as a gift for anyone who likes the Victorian era or angels.

—Michael P., Amazon customer


This is a beautiful set of cards. If you love angels and are a collector this is for you.

—C.P., Amazon customer

$14.00
Creative Whack Pack® 6-unit Display
Creative Whack Pack® 6-unit Display

WHAT CUSTOMERS ARE SAYING ABOUT CREATIVE WHACK PACK:

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

-- BusinessWeek Magazine

$96.00
1864 Poker Deck
1864 Poker Deck

WHAT CUSTOMERS ARE SAYING ABOUT 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

$6.00
Quickword (TM):  Word Game
Quickword (TM): Word Game

What people are saying about Quickword

 
“For people who love words and know a lot of them, Quickword is serious fun—the kind of game that makes time disappear.”
—Burt Hochberg, Senior Editor Games Magazine

“Quickword is the champagne of word games; it has sparkle and zest to keep brains bubbling.”
—Gloria Rosenthal, Games Magazine

“Quickword is a fast and competitive word game that offers a variety of different challenges, requires a little luck, involves strategy and locks players in verbal combat. Quickword modestly describes itself as The Ultimate Word Game. If it isn't, it's very close.”
Funagain Games

“One of the most entertaining word games I have seen or played in a long time.” 
– Jana P.

“If you’re a quick thinker and like word games with a speed element, you’ll love Quickword.” 
– Mel B.

“Quickword is the most exciting word game I have played in years. 
It combines the finest elements of some of the world’s most popular 
word games into one challenging, mind-expanding game.” 
– S.C.

“A marvelous addition to the world of word games.” 
– C.B.

“Quickword” is definitely a word game, but it also so much more. From the playing board and spinner to the varied card choices, this is a true test of mental quickness. The object of the game is to be the first one to cross off all colored squares on the scorecard pad. This can only be accomplished by responding to a card’s instructions faster than your opponents and/or coming up with more unique answers than anyone else.

“Quickword” can be played by 2 or more players and is suggested for ages 10 years old and up. Set up is simple; an alphabet spinner is placed in the center of the game board, which contains a path around the outside with squares in 4 random card colors and 4 choice squares in the corners. Four stacks of cards, each representing one of the 4 colors, are placed near the game board. A die is rolled and players alternate turns moving one token either direction around the board, landing on a colored space or one of the choice (choose any color) squares.

If a player lands on a blue space, he picks up the top blue card, which contains two subject choices, and then chooses to read only one of the subjects (his choice) to all players. An example might be “Types of Wood,” or “Comic Strip/Cartoon Characters.” Players then write down as many answers as they can think of before a sand timer (90 seconds) runs out. The player with the most answers, which are not in common with any other player, is allowed to cross off one of the blue card boxes.

If a player lands on a green space, 3 green cards are drawn, each containing two subjects per card. All 3 cards are in play for a total of 6 subjects. However, the player must also spin the spinner to determine the first letter of all answers. This time players must race to write down one answer for each of the 6 subjects, all beginning with the designated letter, while the same sand timer counts down the seconds. The subjects on the green cards may be a bit easier than the blue cards, since the answers must begin with a certain letter. For example, “Title of a Book” and “Actor or Actress” are among the green card subjects. If the letter was an M, good answers might be “Moby Dick” and “Marilyn Monroe.” Scoring is done the same as for the blue cards, and the player who wins that round is allowed to cross off one of the green card boxes. 2 of the 3 green cards are replaced on subsequent turns, and the starting letter will likely change as well.

If a player lands on a yellow space, he picks up one of the yellow cards, which are a bit more challenging, and spins the spinner. Players try to come up with as many answers as possible before time expires. Here are the instructions on a typical yellow card, “Words starting with the letter indicated by the pointer (spinner) and containing O and E in that order later in the word.” If the starting letter was a G, one answer might be “Gone.” Scoring is done the same as for the blue and green cards, and the player who wins that round is allowed to cross off one of the yellow card boxes.

If a player lands on a red space, he will face the toughest challenge. One red card will be picked up and that player must also spin the spinner. Players continue to write down as many answers as possible before the timer runs out of sand. but the instructions are very difficult. For example, “Make words of three or more letters using either or both of the letters either side of the spinner and ANY of the letters of NATURAL-use the letters available only once for each word.” Wow, now that is a tough one. If the spinner showed an F, the letters on either side are B and E. Therefore, one possible answer might be “Blue.” Once again, scoring is done the same, and the player who wins that round is allowed to cross off one of the red card boxes. Because of the higher difficulty of both the yellow and red cards, there are fewer boxes of those colors to be crossed off in order to win the game.

The Toys Bulletin staff play tested this game about a dozen times, generally with 3 or more players. This is not an easy game to win. Players need a firm grasp of the English language, plus they must be fast, logical and skillful. Depending on the number of players, the short version of the game (6 boxes to cross off) can generally be completed in 30 minutes or so. The longer version, which requires 10 boxes to be crossed off, will last a bit longer. “Quickword” provides the ultimate challenge to those who excel in word games.

— ToysBulletin.com

$30.00
TableTalk®
TableTalk®

WHAT CUSTOMERS ARE SAYING ABOUT TABLETALK:

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

$6.00
Creative Whack Pack® Deck
Creative Whack Pack® Deck

WHAT CUSTOMERS ARE SAYING ABOUT CREATIVE WHACK PACK:

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

-- BusinessWeek Magazine

$16.00
Snatch-it Word Game
Snatch-it Word Game

WHAT CUSTOMERS ARE SAYING ABOUT SNATCH-IT WORD GAME:

I seriously adore this game. Never did I think that playing with my snatch could be so much fun. I love to beat my friends while we play with my snatch. I haven't picked up boggle or scrabble since I started playing with my snatch ... game. It is quite possibly one of my favorite word play games of all time! Seriously!

-- J. Cooper


Snatch-It, by U.S. Games Systems, is a simple word game which is compact, quick to learn and fun! The game comes with 100 plastic tiles, and it is cleverly packaged in a simple tube.

Play is simple. Players lay all of the tiles face down in the middle of the table. Then players take turns flipping the tiles over one at a time. When a player sees a word three letters or longer, they shout it out and snatch it from the center, setting it in front of them. Players can steal each other's words by adding a letter to them, so beware!

What's great about this game is that unlike many word games (Scrabble, for example), it's socially interactive the whole way through. No waiting for other players to take forever making their play ... it's fast-paced and fun.

-- Megan R.


I was in an Airport in Vermont waiting for 3 hours for my next flight home when I first played this game! It is perfect to carry around in your bag. IT's light, and tons of fun! It not only makes you think fast, you also have to have fast reflexes to snatch the word! Love this game! It can be played with lots of people or just two!

-- Christina C.


This is a clever new word game which is simple yet incredibly addictive. My husband and I play this game almost every night. It is cleverly packaged and takes up little room, so we keep it accessible on the kitchen table and consequently, play often.

It has a simple premise and scoring method, is fun for 2 or more players, and keeps all players involved in the game. It takes little time to play one game, so it's a great option for after dinner. It only takes a game or two for new players to become very competitive with experienced players, and thus is great for mixed groups. Good spelling is a help, as is a good vocabulary, but even those skills are less important than being able to track the words and letters in play and keep possibilities in mind for when the right letter appears. My 17 y/o stepson can routinely beat us, and he's not an avaricious reader as we are, he just sees -- and seizes -- the opportunities available.

-- Practical Gourmet


Forget those slow and solitary word games--this game is fun-- a grabby/snatchy version of word play. To make it harder require longer words. To make it easier for the younger crowd set a maximum length. It's easy to explain the rules and get the game going and it doesn't take forever to get through a round so it's a great game when you just have a few minutes while it is exciting enough to play again and again for long term enjoyment.

-- Crystal M.


This is Scrabble for the 21st century. The game is perfect in many ways: fast to learn, easy to play, quick pace of play, never the same game twice, and virtually unlimited number of players (I have seen 2 to 10). To make it even better, this isn't one of those games where people have to sit around and "wait their turn"; if you have a party and this game is out, people can come and go without having to sit there constantly.

It really is fun -- this is a new game in my family (and extended family) and it seems like we are all hooked! Congratulations to U.S. Games Systems for making a terrific product.

-- Timothy N.


Snatch is a stellar game designed by the Brits and named "Snatch-It" in the states. The game is similar to Scrabble, but there is not a limit on the length of words, and words can continue to grow or be combined to form huge words. I advise purchasing this game. If you like the Jumbler from the paper, you may be good at this game. Or if you simply like solving anagrams, this game will be suited for you.

-- Andrew O.


If you like scrabble then you'll love this game. It's super simple to learn and great for teens or adults. I'd definitely recommend it!

-- Anissa W. "word game junkie"


Very Fun! If you like word play, try this fun and challenging game. Its compact packaging makes it a great game to take on vacation. It can be played at several levels depending on players’ sensibilities, from a "learning" mode to cutthroat. I highly recommend it.

-- E. Sutton


This game is great -- easy to learn, and moves much faster than scrabble! Much more engaging, as everyone has to pay attention all the time. We gave it to our parents for Christmas, and the family became instant addicts.

-- K. Shilling

$18.00
PirateTalk™
PirateTalk™
$6.00
HeartSwitch Card Game
HeartSwitch Card Game

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



What customers are saying about HeartSwitch Card Game

We’ve all pretty much grown up with computers and we’ve played the games that come with the computer: Minesweeper, Solitaire and Hearts.  I played a lot of Hearts on the computer.  I learned a lot from playing Hearts as well, but the two main things I learned was that I suck at Hearts and I suck at card games in general. Well much too my chagrin, I absentmindedly requested to review a card game called HeartSwitch from U.S. Games Systems Inc.  We all probably know U.S. Games Systems since they are one of the largest producers of playing cards in the world.  The company, though, has over the past couple of years moved further and further into the hobby card game market and is actually doing well with such recent games as Hooyah: Navy Seals card game.

By now you’ve probably figured out from my opening paragraph that HeartSwitch is Hearts, but with a twist.   Just in case you’ve never played Hearts, the object of the game is to rid yourself of as many or all of the point cards in your hand by the end of the hand, or trick.  The point cards are the hearts, which are worth one point each, and the queen of spades, which is worth thirteen points.  The person with the lowest total points at the end of the game wins. HeartSwitch builds on this by adding in eight new cards that changes the dynamic of the game some.

The eight cards are the Wicked Spade Witch, the Kind Club Witch, the Evil Heart Witch , the Good Diamond Witch and four cards called the Magicians.  The Spade Witch counts as an additional 5 points.  The Club Witch cancels either or both of the Spade Witch and Spade Queen taken by a player.  The Heart Witch doubles the point value of each Heart taken, but has no point value itself.  The Diamond Witch can deduct up to 5 points taken in that current hand, but does nothing if no points are taken in that same hand.  As for the Magicians, it took a few hands for me to figure them out.  They’re basically “wild” cards.  You can play them anytime, but they have no point value, don’t belong to any suit and cannot win a hand unless all players play Magicians.  If that’s the case then the person who led with the first Magician wins that hand.

I did enjoy playing the game even though I still suck at it and since there is actually some strategy to playing Hearts, my strategy was not to come in last.  The new cards can even the playing field some if you are playing with people who do play Hearts on a regular basis.  Granted this didn’t help me one bit.  The game has nicely produced cards, as one might expect, and a book of score sheets which is a nice touch as well. HeartSwitch is a descent filler for a game night, but I don’t see hardcore gamers playing this on a regular basis just due to it’s “light-ish” feel and lack of theme.  This game does excel when played with non-gaming friends and/or relatives though.  My only real problem, actually it’s a pet peeve of mine, with the game is that it needs at least three players to play.  I’d really like to give this game two ratings;  one rating for playing with other gamers and one rating for playing with non-gamers.  So I’ll just take the average of the two.

—Barry Lewis, Gamer's Codex


I love to play card games with my hubby ... and he loves it too. We both have a bit of a competitive edge, which makes winning good fun for weeks ... as bragging rights do not soon dissipate. Excited to give this new game a spin, last weekend we did just that. The HeartSwitch Card Game was designed by Joe Andrews, the author of The Complete Win at Hearts and Ken Fisher, the creator of the popular Wizard® Card Game. The games was inspired by the classic game Hearts. A game of strategy, HeartSwitch Card Game, is a game that can bring out inner character and depth ... as well as being a lot of fun. The game is for 3-6 players, ages 10 and up which makes it a great family game, which is how we played it. This is a new favorite in the household. As my oldest put it, "Mom, this is super fun" and I must agree.

—An Angel's Kiss Blogspot


We get together with another family every weekend for a family game night. Getting bored of the same old games, and same style games, but being lovers of hearts, wizard, spades, etc, this game was a refreshing switch. It is easy to understand (especially if you already know how to play hearts and wizard), very fun to play, and the twists make it challenging as well. Highly recommended. 

—Dean Roth, Amazon customer
$8.00
WOW—World of Words
WOW—World of Words

 

What gamers are saying about WOW
 
WOW: World of Words is great fun for anyone who is even remotely interested in word games. For casual gamers, it does a lot of things right that some other word games don't. For instance, all players play simultaneously—there is no need to wait 15 minutes between turns for your opponent to carefully choose just the right word (cough: Scrabble). If you're not a great speller, it doesn't really matter—if you know what a word starts and ends with, and it's at least 5 letters long, it's fair game. For the most part, there is no need to nitpick on spelling (cough: Scrabble and Boggle). In addition, reading through the list of words at the end of each round is not as drab as it seems, since even then there is some strategy involved in choosing which words to say first.
 
If the players in your group like to make up words just in case they're real, it's good to have a dictionary on hand (preferably searchable on a mobile device) to verify the validity of a word. Also, the 30-60 minute play time for a single game can feel a bit long, but it's easy enough to cut it shorter by reducing the number of cards.
 
Before our first play, one player heard the rules and was very underwhelmed, expecting it to be a boring, educational exercise. However, when playing the game, he completely turned around and really got into it. This game is one that you wouldn't know how challenging it is until you give it a try. And I am glad that I did—it is a simple, fun, and competitive game that is a great fit for casual gamers.
 
Pros: Simultaneous play, challenging, fun
Cons: Can feel a bit long for some groups
 
—Chris James, Casual Game Revolution

One element that separates "WOW" from most of the other word games currently available is its "creativity element". Most other word games provide you with a sequence of letters and you are required to manipulate them in various ways to form words. The letters provided limit your creativity and you are rarely able to create words much longer than "house" or "banana". The current games boil down to a "rearrange-the-letters" puzzle. Conversely "WOW" frees your mind to generate a myriad of words with 8-9-10-11 or more letters.
Many of the challenges may leave you scratching your head. I recently struggled with first letter H, last letter C. It's tough to come up with many answers in one minute but there are dozens of common words including the following: hectic, havoc, heroic, humanistic, hedonistic, holistic, heretic, hygienic and hypnotic.
Your mind is not put in a cage but is set free.
 
Wizardjester, Casual Game Revolution

 
How appropriate that at our event, The Wonderful World of Words, we played WOW -- World of Words. The fourth and final of the four word games we played has the simplest of rules. If you watch the video, you'll be ready to play in under three minutes.
I was worried that the game was so simple that it wouldn't hold the interest of our word sharks, but two tables played the game for close to two hours straight, foregoing the chance to try another of the games. Sometimes simple is good.
 
WOW is produced by U.S. Games, a specialist in card games. Instead of burdened with a useless board, WOW is small enough to carry in your pocket, so it's a great travel game for word lovers. And the price is right: eight bucks.
 
—David Feldman, Imponderables.com
$8.00
OMEGALAND
OMEGALAND

What customers are saying about Omegaland Tarot 

These five stars are not because this is a great Tarot Deck, but because this is a great fun deck. It's like having endless adventures in the grim future if you use it like an old fashioned Pulp Writer's Story Wheel. If you want a deck of cards you can use to prod and prompt your imagination this is the best I have found thus far.

—J.F. Smith-Schroers, Amazon customer


As an owner of 300 tarot decks (yes, each thoughtfully collected), I am pleased to say "Omegaland" is a welcome new addition. The imagery is unique, accessible, thought provoking. I am a fan of post apocalyptic fantasy and this fills the bill. I also appreciate that female images are respectfully portrayed as strong- but not 'manlike'- capable people. I love it!

—Dr. Honeybee, Amazon customer


The Omegaland tarot is an anomalous deck by U. S. Games Systems, Inc. Influenced by the current trend in post-apocalyptic texts, survivalist reality shows, and an epidemic of zombie series such as The Walking Dead, Z Nation, and iZombie, as well as militia culture this unusual deck is set in a lawless society where violence is the rule. It is hard to tell if this deck is a bit tongue-in-cheek or is totally serious, and being marketed to a heretofore untapped demographic – the redneck. Given that this is also a card game that you can play on those cold nights in the bunker complex it may not be entirely humorless. 

So in your a few spare minutes when you aren't out scavenging, looting, or reloading your guns, you grab a bunch of pencils and card 'liberated' from an abandoned school and draw yourself a deck of tarot cards. Your art style is a little rough-hewn, a bit chainsaw art, but your nouvelle redneck compatriots will love your depiction of their crumbling world – Harleys and handguns – this is how you roll. 

This is a 78 card tarot – with 22 Major Arcana and 56 Minor Arcana. In the Major Arcana no Trumps have been renamed, and there are no significant departures from the Rider Waite Smith standard. In the Minor Arcana, Coins have been recast as cans of food, Cups are now water canteens both big and small, Swords have become crossbows, and Wands are now guns. The court cards remain standard – Kings, Queens, Knights, Pages. All cards have both numbers and titles beneath the illustration, in addition the Minor Arcana have a letter and/or number (for the card game) written on a scrap of masking tape in the top left-hand corner. 

The cards measure 72 x 120 mm. The card stock is fairly high quality, solid and inflexible, with a smooth low sheen finish. The deck sits nicely in the hands and shuffles smoothly. The print is crisp and clean, sharp lines, clear colors, no blurring or bleeding of the images. The palette is somewhat military in nature – lots of browns, khaki, olive drab, grey, with occasional splashes of red, orange, pale blue, and grass green. The artists style is blocky and choppy – a studied amateurishness. 

The Little White Book is 52 pages long, with instructions in English only. Using faux-typewriter print, information is given in the first person by your guide through Omegaland. This is an anonymous, masculine voice, full of gruff smarts and survivalist wisdom, that tells it like it is. The divinatory meanings are quite standard, but refreshingly shorn of all esoteric jargon. Each card has a little bit of narrative that explains what is happening in the image, seamlessly melded with interpretations. This is followed by one, or more, keywords that summarize the essence of the card. This is really good information, bluntly put, with no ambiguities. There are no interpretations for reversed cards given. There is a 'Survival Spread' included – a 6-card draw with Location, Food, Weapons, Fuel, Drink, and Stockpile to help the Seeker divine their future. Instructions for the games are provided on a further 12 pages of the LWB and 6 additional cards. There are separate rules for 3 players, for 4-6 players, and free-for-all games. 

This is a truly unusual tarot deck – one of several more masculine decks to appear on the market lately. While much of its symbolism departs radically from more standard images it is still a functional deck. I would not recommend it for beginners, however if you are an experienced tarot reader with an interest in post-apocalyptic landscapes then this may well be the deck for you. 

—MedusaWink, Aeclectic Tarot

$21.95
BACKSTAB CARD GAME
BACKSTAB CARD GAME

What gamers are saying about Backstab Card Game

In this game, players will encounter hideous monsters and horrible traps in lots of different areas that they will then have to battle to gain valuable coins. Of course, they'll have to watch out as the other players can backstab them at any time forcing them to battle it out. The player that can withstand all the horrors and are able to collect the most coins will be declared the winner.

GAMEPLAY
The game is very simple and rather fun that plays a lot like a trick taking game. Each round the zone will determine which suit is more powerful than the others. As the encounters are revealed, you'll have to be aware of what you can do with what you have and hope to save what could be your better cards for the next encounter. Of course, another player can always switch up the zone and completely mess up your well thought out plans. If that wasn't bad enough, the other players can backstab you to try and take your money and possibly cause you to lose a card if you don't win. The game can be quite cutthroat at times. Thankfully a player can only backstab 3 times a round. Of course that can still mess you up quite a bit if you have a bad hand. Luck does seem to play a fairly decent part of this game, both through the cards and the die roll for the traps. Even with all the chaos, the game is a pretty good little filler style card game. It plays around 30-45 minutes. I enjoy the weird humor and chaos of the game fairly well.
8 out of 10

OVERALL
Backstab is a light card game of trick taking with a bit of a take that feel, sprinkled with some hand management. The game doesn't take that long. Most sessions last around 45 minutes tops. The artwork is really unique and odd but still humorous and fun. It reminds me a lot of TV's Adventure Time. There's not really much of a theme to it, even though it seems to have wanted there to be one. I see what they were trying to do. I wish that the money tokens had actually looked like money instead of just round circles with a number on them. I also wish that the die had been engraved instead of screen printed as I fully expect the ink to rub off after lots of use. As for the game, it is really simple and doesn't take much to learn. It's pretty solid though a bit chaotic with the use of the backstab mechanic. Luck plays a fairly large part in the game through the luck of the draw and dice rolls. This is one that I'd recommend trying out first unless you really like trick taking games. In that case, I'd recommend it. In any event, it's definitely fun and worth playing. I enjoyed it.
8 out of 10

—Jonathan Nelson, Gaming Bits, BGG


Backstab uses the core mechanic of an adventure game: it has encounters that must be overcome through careful card management. It's also very much a take that game, where players assault each other. Finally, as a card game, it reminds me most of war (with enough expansion and development to make it interesting, of course).

As an adventure game, Backstab is pretty simple. You manage a limited hand of cards to try and earn victory points while staying powerful. It plays very quickly and without too much thought.

The heart of the game is really in the backstabbing. It can be fun and fast-paced, as people shout that they're backstabbing each other in rapid succession.

Backstabis a very light game of fighting encounters but (even moreso) assaulting the other players. There's some beautiful old-school art and some fun cards, but also a bit too much of beating up on players who aren't doing well.

—Shannon Applecline, RPG.net


I got this game for my nephews to play when they visit and was pleasantly surprised to find that I enjoyed it as well!

Basically, it's set up like a dungeon crawl, where you're encountering monsters cards and have to defeat them using the cards in your hand. For example, a particular dungeon may be strong in magic, so in order to defeat the monster, you would have to play cards that are of a higher value than the monster. Sounds straightforward and it is, but there are also cards that can be played that change that, adding a bit of mayhem to the game!

There is also the fun backstabbing mechanic (that the boys loved!) where you can declare that you're going to backstab an opponent. You are then playing your cards head to head against him.

As an adult I'd give the game 4 stars, but the boys would give it 5 for sure - one of them even said he'd buy it off of me, using his own money! :)

The art is fun, the rules straightforward and the game quick. An all around fun time.

—Lulu, Amazon customer

$19.95