Vendor: Lui-même
Type: Board Games
Price:
13.95
Designer |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-18 |
Playtime | 15-30 mins |
Suggested Age | 10 and up |
Vendor: Space Cowboys
Type: Board Games
Price:
19.95
Designer | Hervé Marly |
Publisher | Space Cowboys |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors |
Note: This game includes English and French. For a preview, English rule can be found here.
Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down 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.
Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.
Vendor: Zygomatic
Type: Board Games
Price:
7.95
Designer |
Philippe des Pallières Hervé Marly |
Publisher | Zygomatic |
Players | 6-12 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Vendor: Lui-même
Type: Board Games
Price:
41.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 9-47 |
Playtime | 40 mins |
Suggested Age | 10 and up |
Contains |
The Werewolves of Miller's Hollow |
Vendor: Lui-même
Type: Board Games
Price:
20.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-28 |
Playing Time | 30 mins |
Suggested Age | 14 and up |
Vendor: Lui-même
Type: Board Games
Price:
14.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-18 |
Playtime | 30 mins |
Suggested Age | 8 and up |
Expansion For |
The Werewolves of Miller's Hollow / Loups-Garous de Thiercelieux |
Vendor: Lui-même
Type: Board Games
Price:
11.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-18 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | |
Expansions |
The Werewolves of Miller's Hollow: New Moon |
Vendor: Lui-même
Type: Board Games
Price:
14.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-28 |
Playtime | 15-30 mins |
Suggested Age | 10 and up |
Expansion for |
The Werewolves of Miller's Hollow / Loups-Garous de Thiercelieux |
Vendor: Lui-même
Type: Board Games
Price:
6.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-28 |
Playing Time | 30 mins |
Suggested Age | 14 and up |
Vendor: Lui-même
Type: Board Games
Price:
0.45
Designer |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 8-28 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expansion for | The Werewolves of Miller's Hollow |
Vendor: Lui-même
Type: Board Games
Price:
41.95
Designer |
Philippe des Pallières Hervé Marly |
Publisher | Lui-même |
Players | 9-47 |
Playtime | 40 mins |
Suggested Age | 10 and up |
Contains |
The Werewolves of Miller's Hollow |
Vendor: FoxMind
Type: Board Games
Price:
19.95
Designer |
Dimitry Davidoff Philippe des Pallières Hervé Marly |
Publisher | FoxMind |
Players | 8-18 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | |
Expansion | The Werewolves of Miller's Hollow: New Moon |
Special Edition:
The game includes 29 sturdy cardboard cards - including a “scapegoat” card to give players somebody to blame all mishaps on. This Special Edition includes high quality game cards, a refreshed design, five of the characters from Werewolves New Moon and new illustrations. And a neat Sheriff’s Badge with a black cord to tie around the neck of the proudly elected official
Features:
Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk, or special character such as The Sheriff, The Hunter, the Witch, the Little Girl, The Fortune Teller and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
Vendor: Lui-même
Type: Board Games
Price:
19.95
Designer | Hervé Marly |
Publisher | Lui-même |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors |
Note: This is multi-language Edition including English.
Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down 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.
Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.
Vendor: Lui-même
Type: Board Games
Price:
16.95
Designer | Hervé Marly |
Publisher | Lui-même |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors |
Note: The game is in French. But the game itself is language independent. English rules can be found here.
Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down 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.
Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.
Vendor: Lui-même
Type: Board Games
Price:
16.95
Designer | Hervé Marly |
Publisher | Lui-même |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors |
Note: This is multi-language Edition including English.
Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down 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.
Skull & Roses Red features the same gameplay as Skull & Roses, with the only change being alternate rules that allow each player to control two biker gangs. Both Skull & Roses Red and Skull are playable on their own, with each game containing six different biker gangs. Each Skull or Skull & Roses set can be combined with another to allow for games with more than six players.
Vendor: Granna
Type: Board Games
Price:
9.95
Designer | Hervé Marly |
Publisher | Lui-même |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors |
Note: This game is in Polish, but the game itself is language independent. This version feature thick cardboard. The original game's English rules can be found here. Using Google Document Translate together with the publisher's rules will reveal the game rules.
Skull & Roses is the quintessence of bluffing, a game in which everything is played in the players' heads. Each player plays a face-down 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.
Vendor: Days of Wonder
Type: Board Games
Price:
11.95
Designer | Hervé Marly |
Publisher | Days of Wonder |
Players | 4-7 |
Playtime | 15 mins |
Suggested Age | 10 and up |
[Fic•tion•aire: Person who tricks opponents into choosing
the wrong word definition in the dictionary game.]
You may know it as dictionary, fictionary, Balderdash... or even "Call my Bluff", the classic British TV game show; but it could just as easily be called "the making up lies to fool your friends" game!
Fictionaire is a new quiz card game from Days of Wonder
that gives a fresh twist to this classic genre.
In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.
Vendor: Days of Wonder
Type: Board Games
Price:
11.95
Designer | Hervé Marly |
Publisher | Days of Wonder |
Players | 4-7 |
Playtime | 15 mins |
Suggested Age | 10 and up |
[Fic•tion•aire: Person who tricks opponents into choosing
the wrong word definition in the dictionary game.]
You may know it as dictionary, fictionary, Balderdash... or even "Call my Bluff", the classic British TV game show; but it could just as easily be called "the making up lies to fool your friends" game!
Fictionaire is a new quiz card game from Days of Wonder
that gives a fresh twist to this classic genre.
In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.
Vendor: Days of Wonder
Type: Board Games
Price:
11.95
Designer | Hervé Marly |
Publisher | Days of Wonder |
Players | 4-7 |
Playtime | 15 mins |
Suggested Age | 10 and up |
[Fic•tion•aire: Person who tricks opponents into choosing
the wrong word definition in the dictionary game.]
You may know it as dictionary, fictionary, Balderdash... or even "Call my Bluff", the classic British TV game show; but it could just as easily be called "the making up lies to fool your friends" game!
Fictionaire is a new quiz card game from Days of Wonder
that gives a fresh twist to this classic genre.
In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.
Vendor: Days of Wonder
Type: Board Games
Price:
11.95
Designer | Hervé Marly |
Publisher | Days of Wonder |
Players | 4-7 |
Playtime | 15 mins |
Suggested Age | 10 and up |
[Fic•tion•aire: Person who tricks opponents into choosing
the wrong word definition in the dictionary game.]
You may know it as dictionary, fictionary, Balderdash... or even "Call my Bluff", the classic British TV game show; but it could just as easily be called "the making up lies to fool your friends" game!
Fictionaire is a new quiz card game from Days of Wonder
that gives a fresh twist to this classic genre.
In Fictionaire, players make up a bogus definition or fake answer for a word or question asked by the game’s host, trying to trick him or her into believing that their answer is correct. To earn points, players either choose the right definition - or get someone to pick their answer. If a player bluffs someone into choosing the wrong answer, they earn a bonus point.
Vendor: FoxMind
Type: Board Games
Price:
10.95
Designer |
Philippe des Pallières Hervé Marly |
Publisher | FoxMind |
Players | 8-18 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Expansion | The Werewolves of Miller's Hollow |
Note: This is not a standalone product and you'll need the base game The Werewolves of Miller's Hallow to play.
Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk, or special character such as The Sheriff, The Hunter, the Witch, the Little Girl, The Fortune Teller and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
The Werewolves of Miller's Hollow/les Loups-Garous de Thiercelieux/Die Werwölfe von Düsterwald is a published version arranged by Hervé Marly and Philippe des Pallières and published by Lui-même, 2001 for 8-23 players. This has been nominated for the 2003 Spiel des Jahres award.
The Werewolves of Miller's Hollow
Vendor: FoxMind
Type: Board Games
Price:
10.95
Designers |
Philippe des Pallières Hervé Marly |
Publisher | FoxMind |
Players | 8-18 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Honors | |
Expansions |
The Werewolves of Miller's Hollow: New Moon |
Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk, or special character such as The Sheriff, The Hunter, the Witch, the Little Girl, The Fortune Teller and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
The Werewolves of Miller's Hollow/les Loups-Garous de Thiercelieux/Die Werwölfe von Düsterwald is a published version arranged by Hervé Marly and Philippe des Pallières and published by Lui-même, 2001 for 8-23 players. This has been nominated for the 2003 Spiel des Jahres award.
Vendor: IELLO
Type: Board Games
Price:
28.95
Designer |
Frédéric Colombier Hervé Marly |
Publisher | IELLO |
Players | 2-4 |
Playtime | 20 mins |
Suggested Age | 8 and up |
Welcome to Scotland, a country famous for its whisky, the Highlands, its castles, and, of course...its ghosts!
The Phantom Society is a ghost-hunting game in which you play as sly spirits seeking to ruin a manor hotel or, if you prefer, intrepid ectoplasm hunters who are a bit destructive around the edges but who also never falter in pursuit of their prey. For the ghosts, the goal is to inflict at least £45,000 of damage (in tribute to Special 45 – Old Faydhutee Single Malt) on the manor, whether it is inflicted by the ghosts or the hunters. The ghost hunters want to stop the ghosts before they achieve their objective.
The dual-level game board represents a manor floor composed of 36 rooms, with each room being a tile representing a value from £1,000 to £6,000; each of the four ghosts corresponds to a room type and will hide beneath a tile of this type, starting its devastation of the hotel by removing tiles adjacent to the one it's hidden beneath. The ghost hunters must try to determine where the ghosts are hiding based upon the tiles destroyed. While doing this, though, the ghost hunters will also remove tiles – thus destroying them and adding to the total damage – to see whether a ghost is hidden beneath.
The ghost hunters must think carefully and logically over which tiles to remove while the ghosts have to use cunning and psychology in order to cloud their investigation and remain concealed. Will the manor come through this madness intact?