Transcript
Party Game Room Here’s the tentative schedule for Party Gaming on Saturday and Sunday. Signup sheets for groups to reserve a table will be at registration. Tableless games like 2 Rooms, Werewolf, and Reverse Charades will have open signups.
Saturday, September 24 Schedule
99:45a
Codenames, Telestrations
68 players per table, 6 total tables, 3 tables per game
1010:45a
Ca$h n Gun$, Skull
68 players per table, 6 total tables, 3 tables per game
1111:45a
Secret Hitler
510 players per table, 3 total tables
1212:45p
Two Rooms and a Boom
12p
Lunch Break
22:45p
Skulls, Ca$h n Gun$,
68 players per table, 6 total tables, 3 tables per game
33:45p
Spyfall, Telestrations
68 players per table, 6 total tables, 3 tables per game
44:45p
Secret Hitler
510 players per table, 3 total tables
55:45p
Two Rooms and a Boom
Up to 20 players
66:45
Ultimate Werewolf
Up to 20 players
77:45p
Reverse Charades
Up to 20 players
Up to 20 players
Sunday, September 25 99:45a
Codenames, Telestrations
68 players per table, 6 total tables, 3 tables per game
1010:45a
One Night Revolution
510 players per table, 3 total tables
1111:45a
Secret Hitler
510 players per table, 3 total tables
1212:45p
Two Rooms and a Boom
12p
Lunch Break
22:45p
Skulls, Ca$h n Gun$,
68 players per table, 6 total tables, 3 tables per game
33:45p
Spyfall, Telestrations
68 players per table, 6 total tables, 3 tables per game
44:45p
Secret Hitler
510 players per table, 3 total tables
55:45p
Two Rooms and a Boom
Up to 20 players
Up to 20 players
Game Descriptions (via Board Game Geek): Telestrations : Each player begins by sketching a TELESTRATIONS word dictated by the roll of a die. The old fashioned sand timer may limit the amount of time they get to execute their sketch, but it certainly doesn't limit creativity! Time's up! All players, all at the same time, pass their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess which hopefully matches the original word (or does it??) to the next player who must try to draw the word they see and so on Spyfall : Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story! Ca$h n Gun$ : In an abandoned warehouse a gangster band is splitting its loot, but they can’t get an agreement on the split! It’s time to let the guns talk and soon everyone is aiming at everyone. The richest surviving gangster wins the game!
Codenames : Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames , two teams compete to see who can make contact with all of their agents first. Spymasters give oneword clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Ultimate Werewolf : Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves...can you and the other villagers find them before they devour everyone? Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents. Two Rooms and Boom : In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged. Skull : Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a facedown card, then each player in turn adds one more card – until someone feels safe enough to state that he can turn a number of cards face up and get only roses. Other players can then overbid him, saying they can turn even more cards face up. The highest bidder must then turn that number of cards face up, starting with his own. If he shows only roses, he wins; if he reveals a skull, he loses, placing one of his cards out of play. Two successful challenges wins the game. Skull & Roses is not a game of luck; it's a game of poker face and meeting eyes. Secret Hitler : Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their coldblooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority. Reverse Charades : Reverse Charades flips the charade standard of one person giving clues to a large group on its head by splitting the players (six or more) into two teams, then having all but one person on a team work together to get that one person to guess as many words as possible in sixty seconds. Each guessed word is worth one point; each word spoken or mouthed costs that team a point. One Night Revolution : Every player starts with a specialist role and an ID (either Government Informant or Rebel Fighter). At night the Informants reveal themselves to one another — assuming any exist, that is, as at all player counts between zero and three Informants are in play — then all
players complete their specialist action in a clockwise order. Specialist actions include gathering information, switching roles, and helping players in their attempt to identify the Informant(s) before the day is over. If a majority of players identify an Informant, the Rebels wins — but if the Informant(s) remain hidden, they win!