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Ganz Schon Clever Strategy Board GameGanz Schon Clever Strategy Board Game

Ganz Schön Clever


Choose your dice well in Ganz Schön Clever to rack up the points!

The dice you don’t use are just as important as what you do because every die that’s smaller than the chosen one can be used by the other players!

Keep an eye on the foxes to score big! Highest score wins.

If you like Yahztee, you’ll love Ganz Schon Clever!

What’s in the box?

  • Six dice
  • Four pens
  • Score pad

How to play:

On your turn, roll all 6 dice at once, then choose a die and place it on your scorepad. Cross off that value and colour on you sheet. The white die is a wild colour and can be used in place of any other colour. But remember, the white and blue dice will always combine.

Put all dice that show a lower value than the currently selected die on the silver tray printed in the box. If you’ve picked the lowest value die, no dice are placed on the silver tray. Dice on the silver tray can no longer be used.

With the remaining dice, repeat this process twice till you have three dice on your game sheet. Place the three-remaining dice on the silver tray. The other players can now choose one die to use to mark a space on their score sheet. A round ends after each player has been the active player once.

As you go through the game, you’ll unlock combos and additional moves. You can earn reroll abilities and extra dice. The fox bonus gives you extra points on your lowest scoring area, so make sure to score in every colour!

Once everyone has taken their last turn, it’s time to count up the points! Highest score wins! If you score over 280 points, you’re so clever!

Solo mode available, so the gaming never stops.

One of many Schmidt roll-and-writes!

Gembatan Strategy Board GameGembatan Strategy Board Game



Armed with amulet tiles and dual-direction gems, your goal is to align colours to score points.

You may only lay a tile if you have a matching gem to place within it, so plan your moves wisely. Earn the most points and you will be richly rewarded as the victor!

What’s in the box?

  • 60 tiles
  • 60 gems
  • Game board

How to play:

On your turn, add one or more tiles to the board according to the rules of tile placement.

  1. For every tile you play, you must also play the connecting gem with the colours aligned as shown below.
  2. Gems may be placed in either a socket created when you add a new tile to the grid, or by filling in a socket left empty by another player.
  3. Each tile you play after the first of your turn must connect to a tile you already played that turn.
  4. Your tile cannot cut off a socket.
  5. If placing a tile creates more than 1 socket, you are only required to place a gem in 1 of those sockets.

Every gem you add to the grid counts for one point, this includes gems played to fill an existing open socket. If a gem that you add creates a diagonal chain of 3 or more gems that share a colour, score one point for each gem in the line. You cannot form horizontal or vertical chains. You score points for every gem in the chain, even if you are adding to a chain created by another player.

Play continues until there are no gems left in the tray, and either:

  • One player uses up all of their gems, or
  • A round passes with no player able to make any plays.

Each player then deducts one point for each gem they have left. The player with the most points wins!

get litget lit

Get Lit!


Benny Burns likes it really loud. Only if you have a big blast at the annual pyromaniac competition can you get a look at Benny‘s legendary collection of safes. Only those who set off the bombs with the longest fuses stand a chance of winning. So it‘s not a surprise that all the crooks try to control the big bang to their own end.

Get ready for a blast – the fuse is lit!

What’s in the box?

  • 110 cards

How to play:

Secure the highest-value fuse cards by setting off two bombs at the right moment. You can use water cards to water down the other players chances of creating a big bang!

Shuffle the fuse cards and deal out four of them to each player. Take these cards into your hand, along with one water card. Shuffle the remaining fuse and water cards together. Use (approximately) 25 of these cards to form a small face-down card stack.

Now shuffle the cutting card into this small card stack. After that, put all remaining cards on top, thus forming the face-down draw pile.

On your turn, you either: play one card from your hand, or set off a bomb.

Play either a fuse card to continue growing the length of the fuse or a water card to extinguish it.

The game ends immediately as soon as the fuse cutting card is taken from the draw pile or all players have set off two bombs.

Add up the values of all the face-up cards of your bomb piles. The face-down card on top of each pile (the one that set off the bomb) is not included in the count! Subtract the values of your hand cards from this total.

If you have the highest total, you have created the loudest bang and have won the game!

ghost blitzghost blitz

Ghost Blitz


Five items sit on the table waiting to be caught… who will be the first to match their card with the item on the table? Seeing is boo-lieving in this spook-tacular game of speed!

What’s in the box?

  • Five game pieces
  • 60 cards

How to play:

Place the 5 game pieces in a circle. Shuffle the cards and place them in a face-down deck where everyone can see them.

Each round, one player is chosen to flip a card. As fast as they can, they flip the top card from the deck so everyone can see the illustration.

Each card shows an illustration of two objects from the five objects in the game. Players are looking for one of two things:

  • Players should determine if one of the objects on the card are coloured correctly. If so, players as fast as they can try to grab the correctly coloured object.
  • If both objects on the card are mis-coloured, players then try as fast as they can to grab the object which isn’t represented on the card in either form or colour.

The player who first grabs the correct object takes the card into their reward pile.

Any player who grabs an incorrect piece, must give the player who grabbed the correct piece, one of

their cards from their reward pile (if they have any). You can only grab one item per round.

All pieces are then returned back to the centre of the table for the next round.

The game ends when all the cards in the deck have been taken. The player with the most cards in their reward pile is the winner!

Go Nuts For Donuts Card GameGo Nuts For Donuts Components Card Game

Go Nuts for Donuts


Time to take the donuts!

Will you go for a stellar cruller or grab a glorious glazed? A double chocolate is sure to score, but in the long run Boston Cream may be worth more! Choose carefully – if two or more players go for the same donut, nobody gets it!

What’s in the box?

  • 70 donuts cards
  • 42 player cards
  • 7 donut row markers

How to play:

A game takes place over several rounds. To start a round, each player secretly picks which card they want from the donut row by taking a selection card from their hand and placing it face down in front of them. The numbers on your selection cards represent the position of the card in the row.

Once each player has a selection card face down in front of them, everyone simultaneously reveals it. Then, starting with the lowest selection number and counting up, players look to see if they get to take the card:

  • If two or more players picked the same card, no one gets it! Immediately discard that card to the discard pile.
  • If you are the only player to pick a card, take it from the donut row and place it face up in front of you.

If a card has a star at the corners of its description border, that means it has a special power that must be activated immediately when it is taken from the donut row.

When all of the selected cards have been taken (and all powers have been resolved), refill the empty spaces in numerical order with cards from the donut deck. All players should take back their selection cards into their hands and begin a new round, which plays out just like the previous one.

The game ends when there are not enough donuts in the donut deck to fully replenish the donut row. At that point, each player counts up their points and the player with the highest total is the winner!


Go Nuts for Donuts reinforces visual discrimination or strategic thinking.

Gobblers Family Mix Family Board GameGobblers Family Mix Family Game

Gobblers Family Mix


The Gobblers have had a baby and the whole family are ready to play!

Test your memory and appetite for laughs with this easy to learn game of strategy. The mums hide the teenagers, the teenagers hide the babies but beware of the great-aunt and great-uncle who are the king and queen of mix-ups…

What’s in the box?

  • Four Big Gobblers
  • Three Middle sized Gobblers
  • Three Small Gobblers
  • 42 “Wanted Poster” cards

How to play:

Once set up has been completed and there are only three Goblets (I hope you were paying attention when they were stacked!) turn over the top card from the ‘Wanted Poster’ deck.

All players must simultaneously try to find the same missing family member who appears on the ‘Wanted Poster’ card, as well as indicating where they are found.

If you think you know where it is, announce which pile and the character’s age and colour. This is then checked.

  • If you’re correct, you win the card.
  • If not, you lose a card from your pile and the other players continue without you.

Once a card has been won, a new round starts. The first player to collect 5 cards wins this game of hide and seek!


Gobblers Family Mix reinforces memory, processing speed and problem solving skills. There is also a ‘Great-Aunt’ variation to change the game!

GoTown Card GameGoTown Components Card Game



Build faster, higher.

Floor by floor, build the highest tower in GoTown. But watch out, you are not the only one reaching for the sky.

What’s in the box?

  • 32 floor cards
  • 4 question mark cards
  • 18 special cards

How to play:

On your turn, draw a card from the draw pile. You may use as many cards as you want to perform different actions on your turn. Actions can be performed in any order. Available actions:

  • Building floors – play two floor cards that add up to 9.
  • Stealing floors – play one floor card and steal one from an opponent’s top floor.
  • Question mark card (Joker Cards) – can be played with any other floor card.
  • Securing floors (Dog and bone cards) – a floor can be protected by placing a guard dog card next to any floor.
  • Destroying a floor (Jack hammer and wrecking ball) – destroy an opponent’s top floor
  • Stealing cards (Thief and Super Thief) – steal an opponent’s card
  • Skipping turns (Food truck card) – force an opponent to skip their turn

As soon as a player completes five floors of their skyscraper, they are declared as the winner!


GoTown comes in a travel sized box, perfect to take away on holiday!

Part of the Helvetiq pocket collection range.

Gubs Card GameGubs Card Game



Build the mightiest Gub colony.

Seek wisdom from The Esteemed Elder or protection from a Toad Rider as you fend off traps, lures, and other surprising events.

Victory lies down an ever-changing path and no one is safe until the final card falls!

What’s in the box?

  • 70 cards

How to play:

On your turn:

  1. Draw: draw one card. You may choose not to draw (which at times may be strategically wise) but cannot skip two turns in a row.
  2. Play: play cards from your hand, as many or few as you like.
  3. Discard: you cannot end your turn with more than eight cards in your hand. If you have more, discard until you have eight.
  4. After you have played or simply drawn a card and passed your turn, tell the next player it’s their turn by saying, “Go”.

The game ends immediately when the third letter card is drawn.

The winner is the player with the highest total of Free and Protected Gubs in play!


Gubs reinforces probability and creativity & imagination.

happy salmon green fast play board game

Happy Salmon


The simple, fast-paced card game packed to the gills with high-fivin’, fin-flappin’ fun!

Actions including the classic “High 5”, the unifying “Pound It”, the frantic “Switcheroo”, and the delightful “Happy Salmon” will leave players doubled over in laughter.

With so many mini-celebrations built into the play, it’s the happiest game ever!

happy salmon blue components fast play board gamehappy salmon blue fast play board game

Happy Salmon – Blue


If you thought Happy Salmon was fast-paced and packed to the gills with high-fivin’, fin-flappin’ foolishness, now you can get Happy Salmon blue and play with six more players!

Hello My Name is Party Gamehello my name is party board game

Hello, My Name Is


Can you name an actor who’s blonde and musical?

How about an athlete that’s bearded and married? Play a trait and then race to name someone – real or fictional – who fits the description.

Win the most cards and hello… your name is champion!

Hi Lo Flip Family Board GameHi Lo Flip Family Board Game

Hi Lo Flip


Fortunes will flip in this wild game of strategy and chance! Play number cards to a centre pile, following the direction on the Hi-Lo chip.

If you get stuck, flip the chip for a chance to reverse the order and save your turn. But if you wind up without a move, the points go to your opponent. Be the first player out of cards and Lo! You end the game on a Hi!

What’s in the box?

  • 100 cards
  • 1 Hi Lo chip

How to play:

On your turn, look at the Hi-Lo chip. If “Hi” is face-up, you must play a card to the discard pile that’s higher than the current top card of the pile. If “Lo” is face-up, then you must play a lower card.

You must play a card if possible, but if not then flip the Hi-Lo chip. If the chip lands on the opposite side, play a card from your hand and end your turn. If it lands on the same side as before, draw the top card of the draw pile and play it if possible. If you’re still unable to play a card, you’ll instead make a “reset” play. To make a reset play, first, the player who most recently played a card collects all the cards in the discard pile.

Special Card Abilities:

  • Cards ending in “1”: Playing one of these cards causes the next player to draw 1 card and immediately skip their turn.
  • Cards ending in “2”: When you play a card ending in 2, you must immediately play a second card, unless it was your final card.
  • Cards ending in “0”: These cards are each worth 10 points when scoring

Ending the round: The round ends when one player has discarded all the cards in their hand. That player wins all of the cards in the current discard pile and receives a bonus of 10 points for going out. All players count the cards they collected and score 10 points for each card ending in “0”, and 1 point each for all other cards. Each player announces their total for the scorekeeper to tally.

The game ends once any player has accumulated at least 75 points at the end of a round. Whoever has the highest score is the winner.


Hi Lo Flip reinforces probability and strategic thinking skills.

High Risk Card GameHigh Risk Components Card Game

High Risk


“Climb if you will, but remember that courage and strength are nought without prudence, and that a momentary negligence may destroy the happiness of a lifetime” – Edward Whymper.

Only the best can join the expedition to climb the highest peak in the world!

In this fast-paced push your luck game, will you be satisfied to advance slowly but safely, or will you move fast but risk falling off the mountain?

What’s in the box?

  • 1 mountain board
  • 16 climber tokens
  • 6 dice

How to play:

A game is played over an unlimited of turns, until all of one player’s climber tokens reach the summit.

On your turn:

1. If this is your first die roll this turn, roll all 6 dice. If this isn’t your first die roll this turn, pick up all the ‘Danger’ symbols that you rolled last time and re-roll them.
2. Set the ‘Ascension’ and ‘Weather’ symbols aside.

If you only rolled ‘Danger’ symbols on your dice, move your highest token down the mountain, stopping at the first open zone below your next climber token. If this climber token is your only token to have left the basecamp it falls back to the basecamp.

If you have set all 6 dice aside, keep them and immediately play another turn.

If you have chosen to end your turn voluntarily, advance one of your tokens toward the summit as many zones (occupied or not) as Ascension symbols you have set aside.

The first player to have all of their climber tokens in the summit is the winner!


Part of the IELLO mini-games range. Great for on the go gaming!



HiLo can have you flying high, although you’d rather keep your cards low!

In the highly addictive, quick playing card game, each player tries to replace the high cards in their piles with lower ones.

What’s in the box?

  • 104 playing cards
  • Score pad

How to play:

Each turn is made up of one action. On your turn, you choose to either:

Take the top card from the (face up) discard pile, in which case you must trade it for one of the cards in your layout.

Take the top card from the (face down) draw pile and then make the following decision:

  • You can trade any face up or face down card in your layout with the card from the draw pile. Lay the traded card face up on the discard pile. Then the card drawn from the draw pile is placed face up in the player’s layout.
  • Or you can place the drawn card directly onto the discard pile, face up.

A player gets a HiLo each time they turn over or lay the third card of the same colour as the other two in a row – horizontally, vertically or diagonally. The player can then remove the entire row from their layout and discard the three cards of the same colour on the discard pile. The player then has three fewer cards in his or her layout.

After a player has turned over all of the cards in their layout then all of the other players have exactly one more turn. Should this create a HiLo, the cards are removed as described before. Every player adds together the value of all of the cards in their layout.

The game ends when at least one player has more than 99 total points (total from all rounds) at the end of a round. The player with the fewest total points wins. If two or more players have the same low total, it’s a tie.

Hit List


1 clue, 6 answers, 30 seconds.

Put this hit party game at the top of your list! How quickly can your team name ice cream brands? Vampires? Cartoon cats? Answers can be obvious or obscure, but they score only if they’re on the Hit List!

What’s in the box?

  • 200 cards
  • 10 Scoring chips
  • Sand timer

How to play:

One teammate takes on the role of “reader,” draws a card from the box, and looks at it without showing others. Then a player from the other team flips the sand timer. Simultaneously, the reader announces the category at the top of the card and – without taking turns – the reader’s teammates start shouting examples that fit the category.

Whenever the reader hears an item that matches one on the card, they shout “Hit!” and reveal one of the remaining available scoring tokens. If a teammate shouts out the “pink” item, reveal two tokens. Keep shouting examples until either:

  • time runs out
  • all items have been guessed

If time runs out and the team did not guess all of the items on the list, the other team gets one chance to guess a remaining item. If they can give a correct example, they collect one of the remaining tokens.

Take turns alternating between teams (selecting a different reader each time) until each player has been the reader twice. Then total the scores. The team with the higher score wins.


Hit List reinforces language & vocabulary skills. Part of the Gamewright port-a-party range!