Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts

Lie Detector The Crime Solving Card Game Review

Lie Detector The Crime Solving Card Game
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Unless I read the rules wrong, this game makes no sense at all - it is for two players, and yet in many places the rules imply that there will be more than two players. What is really bad is that you pick up one card and put one down on each turn, and put down three to 'meld' these get used up, but you never get to replace them! so after you meld twice, you hold one card and have no hope of ever melding again.
This game has cute pictures and a kind of clever idea and is supposed to get kids to figure the suspect through clues, all of which is good, but it is as if they just threw those ideas together without actually trying to play the game and see if it would even WORK, much less be fun.
Maybe I just got a defective set of rules...

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Players look to collect enough evidence to get witnesses to give up their information about the guilty suspect. When you've got enough leverage against one of the four witnesses, they'll turn States Evidence and tell you one fact about the criminal: hair color, eye color, facial hair or glasses. Piece all the evidence together and youÆll know who did it. When you think you have enough information, you can accuse one of the suspects from the wanted poster. If you're correct, you're promoted to Chief of Police and win, but if you're wrong, you'll be stuck behind a desk for the rest of your career.

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Arcana Review

Arcana
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If your into Dominion or Citadels card games then you will enjoy this game. It has good player interaction and play time is around 30 to 60 minutes. The card sizes are 63.5 mm X 88 mm for those who like to sleeve their cards. The card quality is good but I would recommend putting sleeves on them because each player has to shuffle their own deck and the edges could get scuffed up during shuffle.

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Arcana is a card game of political intrigue, military might, and warring guilds for 2-4 players. Set in the vibrant fantasy city of Cadwallon, Arcana lets players take control of their own guild of ambitious agents. Each player sets out to make their guild the most influential in Cadwallon through subterfuge and strategic card play. By secretly bidding on Stake cards and corrupting personalities into joining their cause, players can strengthen and customize their guild decks. Whoever earns the most victory points wins.In the city of Cadwallon, only one guild can reign supreme!

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Ultra Pro White Deck Protectors 100 Sleeves Review

Ultra Pro White Deck Protectors 100 Sleeves
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I use these for my Magic cards, and they are great, easiest shuffling sleeves I ever tried. I don't know why, and you can call me crazy, but the white ones shuffle better than the black ones. There is a tiny hologram at the bottom of the face of these sleeves, which covers nothing on Magic cards.

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100 Standard Size Deck Protector Sleeves.

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Magic the Gathering Classic Sixth Edition Two Players Starter Deck Review

Magic the Gathering Classic Sixth Edition Two Players Starter Deck
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The cards are great. They came on time and they where in perfect condition. The package had not bean tuched and the decks where great! The box consist of two decks each forty cards. I believe that one deck is white and green, and the other is black red and blue. Together the decks make a wonderful rainbow deck as long as you tweak it a little.

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The Classic Sixth Edition game has everything you need to step up to advanced-level Magic play. Players familiar with starter-level products will find new strategies and play options in the Classic game. You can play these decks right out of the box or combine them with other Magic: The Gathering cards.

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Magic the Gathering - Seventh Edition Review

Magic the Gathering - Seventh Edition
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I'm going to say this straight off: the Bomber deck is arguably THE best (next to Way Wild) deck for the Seventh Edition set. Not only does it have a wide array of great and sneakilish cards; such as Ancestral Memories, (rare), Daring Apprentice, (rare), Air Elemental, Merfolk Looter, and of course the lovable Wind Drake and Counterspell, but it does a good job of introducing new players of Magic to many important aspects of the game. Also, some of the cards in Bomber (i.e., Ancestral Memories and Merfolk Looter) work surprisingly well with the new Odyssey block's (Odyssey, Torment and Judgment sets) mechanics, Threshold, Flashback, and Madness.
This 40 card deck, complete with TWO rares and a randomly inserted foil land is well worth its value ... and should be strongly considered being added to anyone's collection.

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Magic the Gathering - Seventh Edition

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Magic the Gathering - Mirrodin Tournament Deck Pack Review

Magic the Gathering - Mirrodin Tournament Deck Pack
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I was $5 away from free shipping so I added this pack. Its pretty nice because Mirrodin has so many cards that are still playable today (2010). They don't make sealed deck tournament packs now, instead opting to use 6 booster packs, but if you can get your hands on old ones like this for cheap, they can be worth it. Google "mirrodin spoiler" for a list of cards you could get.

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Magic the Gathering - Mirrodin Tournament Deck Pack

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Flash Duel: Deluxe Review

Flash Duel: Deluxe
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Flash Duel - Review
I just picked up and played my first few games of Flash Duel. It was a lot of fun. The following is some of my commentary/review on the game.
Summary of Gameplay
So the game is designed for two players. It is played typically with three character cards per player, a common deck, and a board that numbers eighteen spaces in a row. The common deck consists of 5 sets of the numbers 1-5, for a total of 25 cards, five of each number. Players put their pawns on either end of the board, then draw five cards from the common deck.
Gameplay proceeds in turns. On your turn you can choose to do one of four actions: move, push, attack, or dashing strike. If you move, play a card out of your hand and move that many spaces forward or backward. You can push if you're in the space adjacent to your opponent, you may play a card to push them the number of spaces equal to the value of the card.
Alternately you can attack. If you have a number card that is the exact distance between you and your opponent, you may play it as an attack. If you have a pair of numbers, or 3 of a kind, you can play them for a stronger attack. If your opponent doesn't block, they lose the round. And lastly you can dashing strike. If you dash strike, first you discard a card to move that amount, then another one to attack if it is the distance between you and your opponent (using pairs or 3 of a kinds to strength it). Your opponent must either block or retreat from a dashing strike.
So say you're the subject of an attack. If you don't block, you lose the round. To block, you must play the same card and the same amount of cards as the attack. So if the attacker played a 3, you need to play a 3 to block. If they played three 1s, then you need to play three 1s to block, otherwise you lose the round.
If you're the subject of a dashing strike, you can block just like an attack. But if you can't block, you have the option of retreating. If you retreat, you discard a card to move backward that many spaces. Also if you retreat, you're forced to skip your next turn (but not your draw phase).
Game totals best 3 out of 5 rounds.
The game is simple enough. When you add character abilities, it heightens the complexity enough to be rather interesting. Each character has a different style and some characters aren't necessarily balanced against each other without the use of strategy.
So next I'll review various parts of the game. Note this review is of the Deluxe version of the game, not the standard.
Box & Container
The box that comes with the deluxe version is nice. I am a fan of wood and the laser cut logo is a nice touch. My biggest issue with the box is actually its design as container. The top doesn't have any type of grove system so it comes off very easily, which is an issue if I decide to travel with the game or set it on its side as all the contents will spill out. As is I'm going to have to look into some kind of ribbon or tying mechanism for keeping the lid on.
The insert inside the box is also of good quality but I think the shape picked was opposite what it should have been. The insert is a squared sin wave; One sheet of paper folded in the center to create a depression so the cards fit nicely in the center of the box. The sides are the right height the board piece on top and still let the lid fit on the box. Extra pieces are kept in a little bag under the insert.
This works well for the cards but the issue I have is with the pieces/tokens that are stored under the insert. They are somewhat difficult to remove from the box due to the way the insert is cut. I think the insert would have worked better if it was a single hump in the center (like a cosine wave). Then you could keep your cards on one side, and your tokens on the other. Or alternately store your character cards on one side, your deck on the other, and put your tokens under the center rise.
A discussion with the game creator on his forums revealed that he may look into this idea for a future printing.
Pieces & Parts
The quality of the tokens are very good. No complaints here. I use the round wood tokens meant for keeping track of how many rounds you've won to also call heads or tales to figure out who goes first in the first round
The real piece of worth in the deluxe version is the board. I love the board and its color use. The deluxe version board is two wooden pieces that fit together well. You can find a pictures of the board from the deluxe version on this product page, look to the standard version for pictures of the card-based board for comparison.
The deluxe version of the board is very colorful and very sturdy. My version had some slight warping that I imagine will come out with use.
If I had asked for one improvement I might have asked for numbers along both sides of the board. Perhaps with the other set in a different color. The numbers can be used to do quick distance calculations in your head without having to rely upon eye counting. So having a count from the other side might have made it easier on those of us who can't do quick mental math in with the higher numbers or prefer to add numbers rather than subtract.
Cards
The cards are of decent quality. I was actually surprised at how small a 25 card deck is. The art is colorful and it was masterfully reused. I studied the art for awhile, seeing how color and patterns were used to make each character card feel unique without requiring a lot of custom art.
The number cards have so many different ways to determine they're value, at first I was a little boggled as to if they the different parts of the number hard had different meanings. I theorized that the arrow length at the top of the cards was an actual measurement you could lay against the board to determine how far your character moved or could attack. Not so much but we thought it was a neat idea. As it stands I think the number cards could actually be as language independent in their value as they could be.
Rulebook
Rules were one page and very nicely laid out with one exception. After reading through setup and having the board art separate that from the rest of the rules, my eyes wanted to move on to the action definitions rather than the turn definition. For a second I though the turn structure/order had been left out of the rules since it almost seems to appear in its own "side box" which my eyes have been trained to ignore until I've read the main text. A minor complaint.
One other thing I felt was missing was a credits section. Particularly who had done the art, layout, and card design for the game. Posting to the forums of the designer revealed that with the exception of the actual character art, this was a complete one man job. Which is impressive.
The rules also lack a version number, which is not a big deal except when one goes to the forums to try and determine if there is any errata. At the time of writing this review, the game creator assured me that the printed rules were the "final" version.
Gameplay
Gameplay is the real shining part of this game. The rule book mentions that is it based off a game called En Garde by Reiner Knizia's. It is nice to see game designers giving credit for their inspiration. I have no played En Garde so I can't compare it but Flash Duel is a lot of fun.
The game is very quick once you get the rules down. My first time playing we knocked out rules explanation and 6 games in under 2 hours, which was enough to try out half the characters. My opponent and I randomly choose characters and pitted them against each other, after playing one character-less round.
The strategy of the game comes mostly from attempting to determine your opponent's hand, determining how to use your character's powers, and determining how to use your hand. The game mechanics very much seem to simulate a fast pace first to hit spar.
About the only drawback is that the game is limited to 2 players. Which means it won't be a common pickup game at a board gaming night except for perhaps when you're waiting for your friends to arrive.
Theme & Setting
The game actually has a theme. It is set in the Fantasy Strike universe, which seems to be a setting specifically for Sirlin Games used across all their games. Since Flesh Duel appears to be the first of their fighting games that I am able to determine, this is our introduction to the world.
For those who have played fighting video games, the peek at the world we get through the characters and their abilities will be familiar. Mystic martial artists. Anthropomorphic animal fighters. Modern setting with fantastic elements. I expect the world will be expanded when we see more games set in the world like the upcoming Yomi.
Who would like it and when would you play it?
Fans of fighting games definitely would like this card game. People who want a quick game that takes only 10 or so minuets to grasp and 10-15 minuets to play a round will be ecstatic. Losing isn't a big deal in this game since the game plays so quickly. I could see this being an easy game to break out while you're waiting on a friend or two to arrive for a gaming night. It being limited to 2 players though is kind of a drag though. But the simplicity of the game almost invites house rules and interesting variants including tournament play.
Worth
The deluxe version is selling for $45 on Amazon. The standard version is selling for $16. I'm not sure if the game is worth $45 and while I haven't seen the standard version. That being said the use of the wooden board and its color and numbers makes me feel like I wasn't...Read more›

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This Deluxe versioncomes in a wooden box with wooden pieces and board.Flash Duel is a simple, fast card game that simulates a duel between two Fantasy Strike characters. There are 10 characters to choose from (all included), each with 3 different special abilities. Landing just one hit wins a round, and a game is best 3 out of 5 rounds. Games take only a few minutes to play. The duel takes place along an 18-space linear track. Players draw from a common deck of 25 of numbered cards (five copies of each number 1 through 5), and use these cards to move, attack, dashing strike, block, and push. Each character's special ability cards add a new dimension to the base gameplay, and create 45 different character matchups. Flash Duel was designed and balanced by David Sirlin, the multiplayer balancer of Street Fighter HD Remix, Puzzle Fighter HD Remix, Kongai, Yomi, and Puzzle Strike. The core gameplay was inspired by Reiner Knizia's game En Garde.Deluxe Contents:*Wooden box with logos laser engraved*55 cards*Two-piece wooden board*Two wooden pawns*Five win-tokens with logo laser engraved*Full color rulesheet

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Parker Brothers Card Games: Racko, Free Parking, Rook Review

Parker Brothers Card Games: Racko, Free Parking, Rook
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I've had this game before and it got ruined, so I was thrilled to see it on Amazon.com and had to buy it. However, my excitement was short lived. I couldn't get it to even load on my computer, I even tried a different computer and it wouldn't load on it either. It makes a handy "bookend" to keep my other games from tipping over though. It would have been nice to play it again, if anyone wants it they are welcome to it.


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Fish & Ships Booster Pack (1) Munchkin Booty Review

Fish and Ships Booster Pack (1) Munchkin Booty
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I wish I had known that I was purchasing a tiny little pack of cards. It comes in a little package like trading cards. Once I paid for shipping it was around $8. Not worth the money in my opinion. It's nice to have a few extra monster, but I would have paid the $4 in a store instead of another $4 to ship it to me.

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SJG4204 Fish & Ships Booster Pack (1) Munchkin Booty by Steve Jackson Games Munchkin Booty introduced two new mechanics to the Munchkin line: Ships and Sharks. Both were very popular - there is a reason the first expansion is called Jump the Shark! - so this new booster plays off both of them. With two new Sharks and six new Ships (plus two new Ship Enhancers), and John Kovalics art, this set will be a hit with all Munchkin pirates, no matter what flag they fly. Fish and Ships is neither collectible nor randomized, every pack is the same as every other. This is a supplement, not a stand-alone game.

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3-Hand Maple Cribbage - Made in the USA Review

3-Hand Maple Cribbage - Made in the USA
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This was selected as a gift for my 26-year old son and he was very pleased with it. The price was very reasonable for such a beautiful, functional board.

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Have lots of friends that enjoy cribbage? This maple cribbage board is a 3-hand play board. Allows for team play-up to 6 people. A standard street/hole configuration with 3 separate pegging areas.

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Yomi: Complete First Edition Review

Yomi: Complete First Edition
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Yomi is a fighting game, and uses the same ten characters that Puzzle Strike does. They're both set in the Fantasy Strike universe. Yomi: The Complete First Edition primarily consists of ten 54-card decks. The decks have poker numbers and suits, and can each be used as a standard poker deck, including jokers. Perhaps the first thing you would notice about this game is the art. The art is fantastic, and will remind you somewhat of the Street Fighter franchise. Each deck has about 15 excellent pieces of art, plus a unique card back for each character. The game play is pretty simple. Each player selects a card, that will either be a Throw, Block, Dodge or Attack. You reveal them and compare: Attack beats Throw, Throw beats Block/Dodge, Block/Dodge beats Attack. Sort os a Rock-Paper-Scissors thing. Once you determine the winner of the reveal phase, you can potentially play other cards to combo. You then subtract damage and go to the next round. Okay, there's more than that; I'm simplifying. But as with Puzzle Strike, each of the 10 characters feels different and has their own powers. This game is worth checking out.


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Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.

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Cribbage Pegs, Maple Review

Cribbage Pegs, Maple
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Picture of product shows 4 sets A,B,C and D.
You only get item A - which was all I needed so it wasn't a problem for me
but if you are looking for the metal pegs or marbles this is not the set for you.
Rating this a 4 because I like the wooden pegs far better than the plastic
ones that come with most cribbage boards. Delivery was very fast - just 2 days. True shipping was more than the cost of the pegs but they were exactly what I was looking for so it was worth it to me.

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Add the perfect finishing touch to a new cribbage board project, or replace missing pegs on an existing board. These turned cribbage pegs are available in classic hard maple. Pegs are perfectly machined and ready for your next cribbage game! Maple pegs come with 5 natural and 5 black finished pegs per set. Gloss finish. 1-3/16" length. 7/32" diameter at head. requires a 9/64"diameter hole.

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Munchkin Fu 2 Monkey Business Review

Munchkin Fu 2 Monkey Business
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I *LOVE* the munchkin card games and own almost every set. This, however, is my least favorite. It does not strike me as as funny as several of the other sets (like they were trying to stretch a little far), and definitly not as funny as they could be considering the number of Japanese and samurai flicks out there to make fun of. Deifnitly worth buying for the Munchkin enthusiast, but I would recommend Star Munchkin or the regular Munchkin as a better alternative for newcomers to the game.

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"More mooks, more mayhem, more monsters, more monks0 more Munchkin Fu. 110 evil and overpowered cards, plus two blanks to create your own. Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu. Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong... and take their stuff. This is an Expansion for Munchkin Fu. It is compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites, and Munchkin Blender. It is not a stand-alone game. Use it wisely, grasshopper."

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Cutthroat Caverns: Deeper & Darker Exp 1 Review

Cutthroat Caverns: Deeper and Darker Exp 1
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This expansion adds greatly to the strategy and game enjoyment. i highly recommend it. with six individual persona's players can use each character specific trait to influence the outcome of encounters. this variable adds complexity to game that is already pushed to the limits of your ability to stratigise your gameplay in a way to predict the outcome.

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The first expansion to Cutthroat Caverns, Deeper & Darker adds fifteen new monsters to hinder your quest to escape alive with the Sacred Item of Unimaginable Marvel...which means fifteen new monsters to use against your "friends" that are trying to escape with your artifact. It also adds some impact to character choice--each now has an unique ability, usable once per game, that might give you that special push that you need to make sure that you're the one left standing with the most Prestige when the dust settles.

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Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface Review

Call of Cthulhu LCG Asylum Pack: The Horror Beneath the Surface
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Pro's
- Solid game mechanics
- Diverse selection of cards
- Great artwork
Con's
- too few cards for the price
- a little imbalance in some of the cards
- Card text and rules are ambiguous in certain situations
Overall I enjoy playing the game, but it would have been better priced at around $20.

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FFGCT20 Call of Cthulhu The Horror Beneath the Surface Asylum Pack Deck Living Card Game LCG by Fantasy Flight Games The Summons of the Deep expansion to the Call of Cthulhu Living Card Game continues with its second monthly Asylum Pack of 40 fixed cards, The Horror Beneath the Surface. It contains 20 different never-before-seen cards that place a newfound emphasis on the Investigation struggle, designed to augment existing decks and add variety to the Call of Cthulhu metagame.This is not a standalone deck; you must have additional Call of Cthulhu LCG cards to play.

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Monopoly the Card Game Review

Monopoly the Card Game
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This is a great alternative to the full Monopoly game. Importantly, this game can go quickly; it does not need the hours needed to play the full board game. Because it only takes 5 to 10 hands for one player to accumulate the $10,000 it takes to win, this is viable for those (eg, children) with short attention spans. Even more importantly, because this version of the game does not need a board, it is an appropriate alternative for travel situations where you simply don't have space or care to carry the entire board with you.
PLAYING THE GAME. The deck of cards has a full set of individual properties that you can trade or discard after the initial deal. Although you don't roll dice, you can obtain additional cards and properties by drawing new cards as part of your turn -- or you can pick up the discards from your oppononents. There is no concept of 'rent', but the special cards (chance cards, the house/hotel cards, and the 'token' cards) allow you to accumulate the points that you need to accelerate your earnings to the $10,000 winning hand.
There is strategy involved with the game -- particularly around the deciaion of when you want to lay down your cards and managing the discard strategy. This makes it a reasonable thinking/educational game. We've played a few times as a complete family and have found that our 8 1/2 year old can generally think through the consequences well enough to be reasonable successful any given hand. I would question whether this is appropriate for any kids younger than that even though this is rated as being appropriate for 7 and up.

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A new twist on the classic game, you get the fast-paced, strategic fun of Monopoly in this card game. Includes deck of 60 cards, pad of money, card tray and rules. For 2-6 players.

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The Grinch - Sing Your Heart Out Review

The Grinch - Sing Your Heart Out
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If it isn't clear from the description, this card game is based on the Grinch, stealing of the Whoville gifts, and singing. There's a "singing detector" and you need to sing loudly enough (and long enough) to trigger it. Okay, so there you have it.
For the simplicity (despite the electronic core of the game, it is simple) you actually have quite a fun game. The kids (nine years old) got a kick out of it. And we had a ball.
But there wasn't a lot of interest in returning to the game again a couple days later. The novelty wore off very quickly. We'll see if it returns...
Just to note, the kids love to sing anyway, know a fair number of songs, and especially like Christmas songs. The game is probably more interesting to younger children, so I'd especially recommend it for the 4-8 year olds.

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The game of team-work, singing and surprising sleigh-rides! The Grinch is out to steal the Whos' gifts-but your family can save the day. Only your singing will warm the Grinch's heart and bring his sleigh full of stolen gifts speeding down Mt. Crumpit and back to Who-ville! Collect Who tiles and gifts with each player's turn. But watch out-draw the wrong tile and the Grinch will steal the gifts back! When that happens, team up with your family or friends: If you sing LONG ENOUGH and LOUD ENOUGH, the Electronic Singing Detector will hear your singing and actually launch the sleigh on its wild ride down Mt. Crumpit! Connect all 12 Who Tiles plus matching gifts, and you win! I Can Do That! Games Ages: 5+

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