Rm C, 5/F, 2 Carnarvon Road, TST, KLN
Just two party games which do not require too much of a deep thinking. They are all about laughters, fun, and interacting with your fellow gamers!
Rules will be explained on the spot. Both games can be learned in under 5 minutes.
Description from BGG:
Are you better at building with plastic bricks...or explaining how to do it? What if you have to build with your eyes closed or using only one hand? Or if you must explain it without speaking? Can you still be faster than your opponents?
Brick Party is a funny and frenzied game of crazy building! Reveal the special rule for the round, choose your teammate, and get ready. Then grab the blocks and build the shape you choose faster than the others! And in the next round? A new special rule, new partners, and new shapes...for a game that's never boring!
Brick Party contains 36 plastic construction bricks and 165 cards with shapes that must be built by the players.
Description from BGG:
To set up WINK, lay out an array of numbered cards on the table, then distribute a second set of matching cards face down among the players, with a few cards not used and set aside.
On your first turn, pick one of the cards on the table that doesn't match a card in your hand, then mark it with your pawn and announce the number of this card. The player who has this card in hand must now try to discreetly wink at you in order to let you know. At the start of your next turn, accuse someone of holding the card on which your pawn sits. If you're correct, you score the card from the table while your temporary partner scores the card from their hand; if you're wrong, you turn the card on the table face down. In either case, you then place your pawn on a new card.
Each player also has a number of accusation cards, and if you spot someone winking, you can use one of your cards to call out that player. If you nabbed someone correctly, you claim both of the numbered cards.
Once all the table cards are face down or someone has scored all cards in hand, the game ends. Each scored card and unused accusation card is worth one point, and whoever has the most points wins!
[ALTERNATIVE GAME SELECTION - MYSTERIUM]
In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.
In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.
Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.
After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.
If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.
If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...