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Old Time Christmas Angels Playing Card Deck
Old Time Christmas Angels Playing Card 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


Duo has been named:

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

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


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

-- BusinessWeek Magazine

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

Original Wizard® Card Game
Original Wizard® Card Game

The Development of Wizard Card Game

Ken Fisher of Toronto, Canada first conceived the card game "Wizard" at his lakefront cottage in Haliburton, Ontario. He wanted a card game that he could play with his wife and young son as well as other vacationers during the quiet evening hours. Building on the basic game play of the traditional card game "Oh Hell," Ken modified some of the rules and added 8 additional cards, 4 Jesters and 4 Wizards, which radically improved the game. The rules are very simple, but the strategy involved in playing Wizard makes it both enjoyable and challenging.

Ken was not new to the games industry. Earlier, he had created "Super Quiz," which generated six popular "Super Quiz" books and three successful "Super Quiz" board games as well as a syndicated "Super Quiz" newspaper feature which continues to be carried by over 30 North American newspapers.

Wizard Card Game was self-published in 1986 with a first production run of 10,000 games. In 1991, fueled by an enthusiastic public response to Wizard, a complete graphical redesign was undertaken which brought the card-fronts essentially to their present design. In 1994, Ken Fisher granted world rights to U.S. Games Systems, Inc. of Stamford, Connecticut. The overall quality of the cards was vastly improved and the current card back was instituted. A deluxe version was later created, which included bidding wheels. Bidding coins were also added to the product line, which indicate to other players the number of tricks won and remaining to be taken.

Since its introduction in 1986, Wizard Card Game has been translated into 15 languages and is sold in China, Czech Republic, Finland, Greece, Indonesia, Malaysia, Kazakhstan, Lithuania, Japan, Slovenia, Sweden, Switzerland, and Russia to name a few countries. In 1996 a license was granted to Amigo-Spiele for manufacture and distribution in Germany of a Fantasy Wizard version.

In 2003, www.wizardcards.com website debuted providing free online play of "Wizard" for players around the world. The annual Wizard World Tournament is held in a different country each year. In 2011, the Wizard Card Game app was launched for the iPhone and iPad.


The editorial staff at Toys Bulletin has recently reviewed several games published by US Games Systems, Inc. However, we should take some time to mention what many consider to be their "flagship" game, that being "Wizard." Most game players have played or heard of "Wizard." Those that have not should place their order right after reading this review.
"Wizard" was invented by Ken Fisher in 1984, and the first game cards were released in 1986. The staff at Toys Bulletin has been playing the game for over 10 years, and although it may resemble other card games, it stands on its own merits.
The object of "Wizard" is to bid correctly on the number of tricks you think you will take during each hand of play, and earn points along the way. The player earning the most points wins the game.
The playing deck consists of a regular 52 card deck of playing cards, plus 4 wizard cards and 4 jester cards for a total of 60 cards. The game is suggested for ages 10 years and up, although a junior version is available (see later in review). It is recommended for 3-6 players. For the first hand, all players receive just one card, on the second hand, they receive two cards and so on until the final hand when all cards are dealt. Immediately after dealing each player is asked how many tricks he or she will take during that hand. It is entered on the scoresheet.
The first of the remaining cards is turned over and becomes the trump for that hand. The last hand is considered "no trump." Play begins to the left of the dealer, and any first card can be played, but the player should always keep in mind their predicted number of tricks. Players must follow suit, and if someone cannot follow suit, then they can play any other suit, or even use a trump card. Wizard cards trump all other cards and Jester cards count as zero and lose to all other cards. Wizard and Jester cards can be played on any trick.
When the hand is completed, the number of tricks won by each player is tallied. If a player correctly bid the right number of tricks, they score 20 points plus 10 points for each trick taken. If a player's bid was incorrect, that player loses 10 points. Play then continues through the final hand and the winner is the player with most accumulated points by the end of the game.
Despite our familiarity with "Wizard," we decided to test it on our age appropriate focus group. Well, the response was not surprising. Everyone really loved it, both men and women and young and old. This is the kind of game that every family must have in their collection of games.
There are also lots of variations to the game, including hidden bids, quick play, blind bids, and even one called Jester bid, where the bid is always 0.  We also want to mention the "Wizard Junior" Card Game, with colors rather than suits and fewer cards intended for players 8 years old and up.
There is even a special fantasy edition of "Wizard" patterned after the popular German version of the game. Although the rules are the same, the fantasy version incudes elves, dwarves, humans and giants instead of suits. The cards are beautiful.
Please check out "Wizard" at funagain.com. All of the "Wizard" games mentioned here can be bought for less than $10.00 each. For even more fun, go to the special "Wizard" website, wizardcards.com. Without saying, "Wizard" receives Toys Bulletin's highest gold rating.
-- RJ Cullen


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

Ask the Queens: Advice Card Deck
Ask the Queens: Advice Card Deck

What customers are saying about Ask the Queens

I'm reviewing a really fun deck today, the Ask the Queens Advice card Deck. This card deck gives you sage advice "for getting ahead, without losing your head." These cards were adapted from "Doomed Queens" by Kris Waldherr and I must say, it is a charming deck to work with. The cards are a bit over sized at 5.75" x 4.25" and have a wonderful matte finish. The way in which one uses the cards is quite simple, shuffle them well whilst formulating a question, the more specific you can be the better. Then choose your card by holding your hand over the cards until one just begs your attention, choosing that card will deliver to you your very special message from one of the Queens. The deck advises, mind you, that the answers may be a tad on the gloomy side because of their life experiences so keep that in mind if you happen upon a message that may or may not be a little negative.

I absolutely love this deck because not only is each card full of wisdom and experience it also tells you a bit of information on that particular queen and a little of the history too. I like it when I can learn a little something on the way too, don't you? For instance, the advice from Queen Alexandra Romanov is " Don't trust a holy man who acts like the devil." Of course she gives this gloomy advice because as we all know, she and her family were executed by firing squad in 1918 but what you may not have been aware of is that hemophilia ran in her side and her fifth and only son, Alexei... heir to the throne, was born with this condition.

Some of the regal advice comes from Queens such as Marie Luisa; Marie Antoinette; Catherine Howard; Catherine of Aragon and Diana Spencer. All and all, Ask the Queens Advice Card Deck is a fabulous way to get a little insight from a few ladies who have seen it all and it gives you a history lesson to boot! This would be a wonderful deck to place upon one's coffee table for a brilliant conversation piece. 

—Liz Christie, Lizzy’s Logic blogspot

My goodness ... what an interesting and different oracle deck.  The first thing I thought when I found this oracle was, hhmm ... what a strange deck ... and I love it.  The Ask the Queens advice cards are an oracle deck with advice straight out of the history books from the lovely ladies, the Queens themselves.  Each card contains a quote, as well as some background of the Queen, highlights of her life.  

If you love only the positive side of life, and neglect the darker polarity of a perfect equation, these cards may make you a bit queasy.  Some of the advice, although certainly something you could take to heart and follow is rather humorous.  Advice such as the pretty, long-haired Ostrogoth Queen Amalasuntha gives, "Don't let your education make you stupid".  This is actually very good advice, although I could not help but find it knee smacking, cheek-hurting hilarious.  This is a good one for those "holy than thou" educated types ... enough said.

I love Queen Maria's advice, "The soil is only as good as the seed".  True, very true ... also in reverse.  

Thought provoking, rich in historical reference and delightfully creative, Ask The Queens would compliment any coffee table, especially during a woman's group or meet-up.  

—An Angel’s Kiss

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!


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


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


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.

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

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