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Banana Split Card Game
Banana Split Card Game

WHAT CUSTOMERS ARE SAYING ABOUT 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

$15.95
Continuo®
Continuo®

WHAT CUSTOMERS ARE SAYING ABOUT CONTINUO®:

"Simply brilliant. Brilliantly simple."

-- Omar Sharif


Continuo has been named:

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

$8.00
DUO™
DUO™

Duo has been named:

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

$8.00
Fantasy Wizard® Card Game
Fantasy Wizard® Card Game

WHAT CUSTOMERS ARE SAYING ABOUT FANTASY WIZARD

Fantasy Wizard is a game by Ken Fisher, published by U.S. Games System. On a player’s turn, they will look at their card(s) and try to predict how many tricks they will win that round. It’s best to use some type of marker(s) in front of the player to help remember the prediction number. From here, the first player will play the first card of the first trick. All the other players must play a card of the same color if possible. If they can’t they can play any other card or a trump card. The trump card will win against any other card from different colors. Wizards and Jesters can be played any time and they will always beat a trump card. Jester cards never win a trick. The highest played card will win that trick and will place all the card played in a pile in front of himself. That player will now start the next trick. This continues until all the cards from the player’s hands are gone. This will begin the next round. New cards are drawn based on the number of the round being played. Predictions are made again and play continues. The game ends when the deck of cards has been emptied.

COMPONENTS

For this version of the game, there aren’t a lot of components. There is a scorepad that’s nice for keeping track of everything. However the main attraction for this game is the cards. The artwork on them is beautiful. There is such a great fantasy theme feel on each one. The cards are sturdy enough for lots of repeated play. Once again, the production value was very high for this game. I love just looking at the cards. The only real thing that I felt was missing would have been some little plastic markers or cardboard chits of some kind to place in front of each player to keep up with their predictions.

8 out of 10

RULEBOOK
The rulebook is actually more of a rules scroll for this game. It’s very nicely done and explains everything very well. There’s nothing that’s hard to read or understand here. It has a few nice pictures on it and several examples of game play and scoring to help you out. I think it’s also really nice that for non-traditional card game players, it explains terms like tricks and trumps. The scroll is full color and fits in with the theme very well. Very nicely done.
9 out of 10

GAMEPLAY
This game is really simple and easy to play. It doesn’t take that long to play either. I like how easy this game can feel more like a take that kind of game. Later on in the game, you can really set it up so that the other player wins or loses those tricks to make them get negative points. In the beginning, I’d say most of the game is based on luck. However the longer you play, the more strategy it takes. I love the simplicity of this game. It’s really a fun game to play
9 out of 10

OVERALL
Fantasy Wizard is a light game of predictions and trick taking. The cards are truly amazing to look at. The game is lots of fun. It plays quickly with about a 30-45 minute playtime. Anyone that likes traditional card games like Rummy, Rook or Spades should really enjoy this one. The fantasy theme isn’t really all that deep here. It’s mostly painted on, but that doesn’t really matter to me. I loved looking at the cards as I played. For me, I wouldn’t have enjoyed the game nearly as much without this particular theme included. I definitely recommend giving it a try. I had a lot of fun with it and I’m sure you will too.
9 out of 10

—Jonathan Nelsen, Board Game Geek

$10.00
Mystery Rummy Case No. 1: Jack the Ripper Game
Mystery Rummy Case No. 1: Jack the Ripper Game

What customers are saying about Mystery Rummy Jack the Ripper

Mystery Rummy: Jack the Ripper adds some interesting extra elements to the standard rummy model, and the game's structure fits the theme particularly well.

—120 Games Blogspot


Are you looking to step up your game, to move out of the realm of “same old…same old” and try something new?  Then come on over to the dark side and give “Mystery Rummy: Jack the Ripper” a try.

The game features all of your favorite rules of Rummy, with card melds, points, and the like.  To go with this, the cards are all themed in a Jack the Ripper “London by Gaslight” theme.  There are victim cards, scene cards, evidence cards, and suspect cards.  To begin, someone must play a victim card before any evidence melds can be played.  Once a victim has been revealed, the players can begin placing their melds of evidence cards, which indicate which one of the 6 suspects might be the Ripper.  The more evidence cards in play, the more likely the given suspect is the infamous Ripper.

There are other cards in the deck as well to add more flavor and options to the players, including the dreaded “Ripper Escapes” card, which can only be played if all of the 5 victims are in play.  The player who successfully plays this card immediately wins the hand and is awarded 35 points.

The cards are of good quality and the theme is present throughout with wonderful artwork and flavor text on all of the cards giving background information on the real Jack the Ripper.  My only complaint is that several of the colors are quite similar and we got those mixed up when we once attempted to play by candlelight when the power went out.   Other than that, it is a fun game that is easy to learn after only a few hands and is relatively inexpensive. Even the box is cool! It’s in the form of a book with a black ribbon to help you take the cards out of their insert.

I wholeheartedly recommend this game.  It is most enjoyable with 2 players, but is fun with 3 or 4 as well.

—Elliot Miller, The Gaming Gang


This is the best of the Mystery Rummy games. It is the most strategically rewarding, offering many opportunities to alter ones position in the game. Also, unlike the rest of the Mystery Rummy games, this game has unique game mechanic which creates tension the longer the game goes on and allows one person to "shut out" the other players even if that player didn't empty their hand (the normal way for ending the rummy game).

Not that the game is difficult to learn, but Ripper is much more complicated than the other games of the series and has many more gavel cards. The complexity creates a wonderful game, but for players looking for something a little less complicated, Mystery Rummy 3 - Jekyll/Hyde offers excellent game play and is much simpler.

—“Card Player”, Amazon customer


This is a great game. Being similar to rummy it’s easy to learn yet different enough to make it even more entertaining. The process of collecting evidence and placing victims with scenes as you build a case against a particular suspect is challenging and fun at the same time. My favorite aspects of the game is the explanations on the cards. These explanations give insight into the Whitechapel Murders, which occurred in the East End of London during 1888. I found them so interesting I am now reading The Complete History of Jack the Ripper to get the full story. An awesome game all around!

—Amazon customer

$17.95
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.


WHAT CUSTOMERS ARE SAYING ABOUT WIZARD:

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
$8.00
PirateTalk™
PirateTalk™
$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
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

$12.00
SleepytimeTalk™
SleepytimeTalk™

 

WHAT CUSTOMERS ARE SAYING ABOUT SLEEPYTIMETALK™
 
The Sleepytime Talk deck is the perfect way to help little ones to bed or to use just before bedtime to encourage sleepiness.  Each card has a paragraph of interesting, thought provoking facts about sleeping and bedtime with a question at the end to initiate talk, such as what kind of music helps you fall asleep of what do you see when you look up into the night sky?  There are no right or wrong answers ... 
Lots of fun and really do work well to send the children off to dream land ... and sometimes their daddys too.
 
—An Angel's Kiss blog
$6.00
Sloop Card Game
Sloop Card Game

WHAT CUSTOMERS ARE SAYING ABOUT SLOOP CARD GAME

My husband and I played a nice and friendly game of Sloop last night.  We had never played before and I had to read the directions a couple times to be sure we knew what we were doing.  Once we played a few rounds it felt like we were pros.  The game is played by trying to collect as many cards possible.  A game of strategy and math, the game is fun for all ages while being a great educational family game to play with the little ones.  This game is lots of fun.  It has an addictive quality to it and I cannot wait to play again.

—An Angel's Kiss blog


 

Mike Fitzgerald and U.S. Games Systems, Inc. have come up with a very creative card game called “Sloop.”  It is a numbers game based on the classic Italian card game “Casino.”  Although “Casino” was generally played with a standard deck of cards, “Sloop” introduces several new twists, including special action cards.  “Sloop” can be played by 2-6 players, with a recommended age of 8 years old and up.
 
The “Sloop” game contents include 122 colored playing cards, 10 each of numbers 1-12 plus 2 wild cards.  There are also 6 colored build markers, 12 numbered build counters and a nice set of rules, including several examples that really help beginner players understand the options available on each turn.
 
The game begins by dealing 4 cards to each player to form their starting hand, plus placing 4 cards face up in the center of the table, called the display.  The object of the game is to collect as many of the playing cards as possible, with the player holding the most playing cards in their score pile at the end of the game being declared the winner.   The values shown on the playing cards make no difference at the end of the game, as the winner is the player with the most cards regardless of their face values.
 
The game begins with players alternating turns, with each turn providing 4 options.
 
First, a player can simply “capture” one or more cards from the display.  This is done by adding together the values of one or more cards in the display so that they equal the value of one card in your hand.  For example, if a player has a 10 in his hand, and there is a 7 and a 3 in the display, all three cards can be claimed.  The collected cards, including the one in hand, are placed on the player’s score pile. 
 
Second, a player may start a “build,” in which case one card in the player’s hand becomes the number of the “build.”  Another card from the player’s hand is then added to one or more cards in the display such that the values equal the number of the “build.”  If this can be done, all of the cards, including the one from the player’s hand used to complete the “build” (but not the card matching the value of the “build”) are placed in a special “build” pile in the display.  A “build” marker indicates that “build” belongs to a specific player, and a numbered “build” counter is also used to show the “build” number.  For example, if the display contains an 8 and a player has an 11 in their hand, along with a 3, he can take the 3, combine it with the 8 and begin a “build” of 11.  The player must have that 11 in his hand or this cannot be done.
 
The third option is to either continue a “build” by placing one card from a player’s hand plus one or more from the display which add to the “build” value and place those cards on the special “build” pile in the display, or to simply capture the entire “build” pile by playing the card in your hand that equals the value of the “build.”  In that case, all of the cards from the “build” are collected and placed in your score pile, including the one from your hand.
 
Lastly, if the player cannot perform any of the other 3 options, they may place a card in the display.  This is the time for those “special action cards.”  If a 1, 2, or 3 is placed in the display (not used for a capture or build), that player gets a special action.  If a 1 is placed in the display, that player can steal one card from each player’s score pile.  If a 2 is placed in the display, that player can play another card from their hand and if a 3 is placed in the display, that player can look at the next 3 cards in the draw pile, and pick one to play.
 
At the end of each turn, cards are taken from the draw pile to bring the display back up to at least 4 cards, and to return the player hand back to 4 cards as well.  There are also 9 “supercharged” numbered playing cards, which basically require one additional card in play for each “supercharged” card placed in the display.  And of course, the two wild cards can be used as any numbered card from 1-12.  The game ends when all of the cards have been exhausted from the draw pile.
 
We played “Sloop” frequently over a week’s period, and found it to be a fast, easy to play card game.  However, it can be confusing trying to remember whether you are adding cards from the display such that their sum matches a card in your hand (“capture”), or simply trying to start a “build,” by adding one or more cards from the display together with one card in your hand to get to the “build” amount.
 
“Sloop” might also be a nice way for younger players to practice some basic addition skills.  Adults may even find themselves having to think fast, as it is easy to overlook some very simple combinations in the heat of play.
 
– RJ Cullen, ToysBulletin.com 

COMPONENTS
There aren’t many components to this game, however the production value is top notch. The cards are all very bright and colorful with a UNO type feel to them. They are very sturdy and will be good for lots of play. The build counters and player markers are thick cardboard and are very nicely done. Overall, these are very nice as is everything here.
9 out of 10

RULEBOOK
The rules for this are small enough to fit inside the box and have lots of examples of play inside. There are explanations of how everything works. There is even a picture for setting up the game. There are rules for playing 5 or 6 players as well as 4 player rules for 2 teams. Everything is easy to read and understand. Just like the components, the production quality of the rules is just as well done.
9 out of 10

GAMEPLAY
This is not a very difficult game to learn and play. Pretty much if you can play UNO, you can play this. Having never played the classic game of Casino, this was all new to me. However, I really like the ease and fun that is to be had playing this game. It doesn’t take that long to play and is easy enough that pretty much anyone that can add numbers can play it. There’s not really a lot else that can be said about this one, other than I like it and enjoyed playing it.
9 out of 10

OVERALL
Sloop is light card game based on the classic game of Casino. Everything here looks great and play is lots of fun. The game is fairly quick with about a 30-minute play time. It’s very simple and easy to play. Anyone that likes card games like UNO or Phase 10 should DEFINITELY love this game. Growing up with those types of games really helped me to love it. That said, I’m afraid that most hardcore board and card gamers might not like it all that much. There aren’t a lot of decisions to be made like in a Euro or war game. Still, if they grew up playing those types of games that were usually found on the shelf at Walmart, they just might like this one as much as I did. I highly recommend giving this one a try.
9 out of 10

—Jonathan Nelson, Funagain Games

$12.95
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