Party Game | Page 7 | Casual Game Revolution

Party Game

A game that primarily uses social interaction as the basis for gameplay.

Two teams of codebreakers compete to crack the other team’s codes while correctly identifying their own. Each team has a series of code words each associated with a number. Every round, a member of your team will draw a card with three numbers on it and must give clues associated with the code words, to help your team guess the numbers. Be careful! The other team is listening to your clues and will have a chance to guess the number as well.

An alien visitor, a kid, and government agents: who will the visitor trust?
 
The visitor determines a secret rule that decides what cards he will accept and which he will reject. The kid and the agent attempt to deduce the rule by submitting cards as tests. The kid and visitor win and lose together, while each agent player wins alone.

Players take on a series of mini games in a randomly generated dungeon that will have them balancing dice, testing their dexterity, rolling fast, and taking on other similar challenges in a bid to beat the clock in the cooperative party game.

Cops are bursting through the door and the only way to avoid arrest is to snag a phony ID card and make sure your story checks out.

Pass around the wallet, slip cards in and out, and when the round ends, see if your ID is right and you can’t escape with some cash in hand.

A game that tests your speed! Players take turns flipping over two cards at a time. As soon as a player’s cards makes certain matches, everyone races to grab the right nuts in the center of the table. Depending on the nut, the slowest player may have to place cards under their scoring tile, or the fastest player may get to choose who has to place cards under their tile.

Muse shares certain core mechanics with games such as Dixit and Mysterium while bringing enough new ideas to the table that it can stand apart on its own.

One team chooses both the card the other team is trying to guess as well as selecting the type of clue the other team's muse must give in order to lead their team into selecting the correct card from a group of six. The first team to win five cards, wins the game.

Logic and puzzles are beautifully paired in this intriguing game about figuring out the secret rule behind the structures you build.

One player is the moderator, who alone knows the secret rule. The other players build structures and the moderator informs them whether they fit the rule or not. Once you think you've figured out the rule, you may spend a guess token to find out if you're right!

 

A party game in which players are spies, winking at each other and shifting their gazes to locations around the table to set up missions. But you don’t want the wrong players to catch your signals!

If another player sees you sending signals, they can intercept the mission and score points.

Werewords combines the classic social deduction party game Werewolf with a word guessing game. One player is the Mayor who knows the magic word, as do the Werewolf and the Seer.
 
Players ask the Mayor yes or no questions, with the Seer trying to remain hidden from the Werewolf while helping the Villagers, the Werewolf trying to derail the guessing without being caught, and the Villagers trying to guess the magic word! 
One Night Ultimate Werewolf is the classic party game Werewolf, with no player elimination, no moderator, and all played in about ten minutes.
 
Players take actions during the night and then during the day phase must decide which player to kill. If a werewolf dies, the village wins; if a villager dies then the werewolves win. It's even possible that no one is a werewolf, in which case players can win by all agreeing not to kill anyone.
 

Pages