Vendor: Gryphon Games
Type: Board Games
Price:
23.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 7 and up |
Edition | Face 2 Face Games edition 2007 |
Honors | |
Expansion | Can't Stop: Rollin' Down the Highway |
Accessories |
Can't Stop: Cones - Black Can't Stop: Cones - Orange Can't Stop: Cones - Pink Can't Stop: Cones - Purple Can't Stop: Cones - White |
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
Vendor: Gryphon Games
Type: Board Games
Price:
19.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 3-7 |
Playtime | 30-45 mins |
Suggested Age | 10 and up |
Family | Sid Sackson Signature Series - Sleuth, Venture and Monad |
Sleuth is the timeless classic deduction game by legendary designer Sid Sackson. Players are searching for a missing gem, one of the 36 Gem cards which has been removed and hidden before the start of the game. The 35 remaining Gem cards are distributed among the Players, with extras publicly displayed. Using logic and deduction, and cards from the Search deck, players question their opponents for evidence as they race to win by being the first to identify the missing gem.
Many editions of Sleuth have been produced over the past 50+ years since its first release in 1971. Eagle-Gryphon Games has taken a fresh approach to the art for this 2024 edition by commissioning Jake Seven, an American-born artist and art instructor who lives and works in Hobart, Tasmania. His art includes many public and private large-scale murals (see JakeSeven.com). About the art for Sleuth, Jake says: “Tasmania’s unique natural landscape is a confluence of complex geology, which has shaped its wide range of biodiversity. Over hundreds of millions of years, Tasmania has been shaped, sculpted, and molded by sea levels rising and falling, leaving a myriad of mineral rock deposits, several large magmatic intrusions, and resulting eventually in the glacial formation of most of its many dramatic peaks and valleys. The colors of Tasmania are vibrant and diverse, rich in tone, and bold in presence. The Gems represented in Sleuth are Agates, Topaz, and Sapphires. They can all be found in Tasmania’s diverse terrain, and they act as beacons of Tasmania’s exciting and tumultuous geological history. The box cover image and its gemstones display Tasmania’s mysterious and complex natural history, eccentric ecology, radiant colors, and dramatic environment.”
Vendor: Gryphon Games
Type: Board Games
Price:
49.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors | 1994 Spiel des Jahres Recommended |
Reimplemented By | I'm the Boss!: The Card Game |
The new edition of I'm the Boss features updated art and rules.
Do you really want to be the Boss?
Yes, you do -- so that you can close mega deals and amass a fortune!
You will start this game as the Leader of a specialist Investor Team who wants to participate in lots of deals. Whenever possible, you also want to be the Boss who controls and closes those deals. But of course all your fellow Investors have the same goal. You will need to be flexible, and willing to change specialties when necessary. Negotiate and insinuate your way into as many deals as possible.
Take charge and Be The Boss!
I'm the Boss! has every player trying to make a deal. Up to fifteen deals can be made over the course of the game, but every player cannot be part of every deal. . . so let the negotiations and the FUN begin!
Each player who is part of a successful deal will receive a certain amount of money. Just how much money they earn depends upon the deal agreed to between the players and the Boss for that round. Complications arise as each player uses their action cards to derail negotiations, insert themselves into a deal, take over the role of boss, and otherwise muck up the smooth flow of deal-making that other players had hoped to achieve.
The action is lively and unscripted so make the best deal that you can! Once nine deals have been made, a die is rolled after each subsequent deal to determine if the game ends (with the odds increasing each time). Victory goes to whoever has the biggest bankroll.
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
48.01
Designer |
Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 1-7 |
Playtime | 10-30 mins |
Suggested Age | 14 and up |
Vendor: Gryphon Games
Type: Board Games
Price:
56.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 7 and up |
Edition | Face 2 Face Games edition 2007 |
Honors | |
Expansion | Can't Stop: Rollin' Down the Highway |
Accessories |
Can't Stop: Cones - Black Can't Stop: Cones - Orange Can't Stop: Cones - Pink Can't Stop: Cones - Purple Can't Stop: Cones - White |
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
54.17
Designer |
Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 2-5 |
Playtime | 30-45 mins |
Suggested Age | 9 and up |
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
54.95
Designer |
Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 2-4 |
Playing Time | 20-40 mins |
Suggested Age | 9 and up |
Expansion |
The Mother Road: Route 66 – Pink Cadillac Expansion |
Accessory | The Mother Road: The Great Races Score Pad |
The Mother Road is a press-your-luck race across Route 66 for 2-4 players. The player pieces are wooden cars representative of classics found on Route 66 in days gone by -- a canary yellow 60’s Mustang; a pale blue Thunderbird from the 50’s (with portholes); a cherry red Ford pickup truck (featured in the Eagle’s first hit “Take It Easy”); and a black Harley-Davidson motorcycle.
Lots of Route 66 icons and photos are represented on the nearly 4 foot long neoprene mat board for the game and the dice are all in player colors too! Races are usually closely-contested and take 30-45 minutes. The rules are easy to learn, and this game can be enjoyed by serious or casual gamers ages 9 & up.
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
4.95
Publisher | Eagle-Gryphon Games |
Players | 2-4 |
The Great Races, the original 1974 Roll and Write by Sid Sackson that The Mother Road is based upon. The Great Races consists of a 25 page (50 copies) scorepad and the rules necessary to play one of the earliest-ever roll and write games (you can use the 4 dice provided in The Mother Road to play The Great Races).
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
62.37
Designer |
Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 2-4 |
Playing Time | 20-40 mins |
Suggested Age | 9 and up |
Note: Pre-order Includes Pink Cadillac and Great Race
The Mother Road is a press-your-luck race across Route 66 for 2-4 players. The player pieces are wooden cars representative of classics found on Route 66 in days gone by -- a canary yellow 60’s Mustang; a pale blue Thunderbird from the 50’s (with portholes); a cherry red Ford pickup truck (featured in the Eagle’s first hit “Take It Easy”); and a black Harley-Davidson motorcycle.
Lots of Route 66 icons and photos are represented on the nearly 4 foot long neoprene mat board for the game and the dice are all in player colors too! Races are usually closely-contested and take 30-45 minutes. The rules are easy to learn, and this game can be enjoyed by serious or casual gamers ages 9 & up.
Vendor: Gryphon Games
Type: Board Games
Price:
25.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 7 and up |
Edition | Face 2 Face Games edition 2007 |
Honors | |
Expansion | Can't Stop: Rollin' Down the Highway |
Accessories |
Can't Stop: Cones - Black Can't Stop: Cones - Orange Can't Stop: Cones - Pink Can't Stop: Cones - Purple Can't Stop: Cones - White |
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
Vendor: franjos Spieleverlag
Type: Board Games
Price:
44.95
Designer | Sid Sackson |
Publisher | franjos Spieleverlag |
Players | 2-4 |
Playtime | 30 mins |
Suggested Age | 7 and up |
Honors |
In this Sid Sackson classic, players must press their luck with dice and choose combinations tactically to close out three columns. The board has one column for each possible total of two six-sided dice, but the number of spaces in each column varies: the more probable a total, the more spaces in that column and the more rolls it takes to complete. On their turn, a player rolls four dice and arranges them in duos: 1 4 5 6 can become 1+4 and 5+6 for 5 & 11, 1+5 and 4+6 for 6 & 10, or 1+6 and 4+5 for 7 & 9. The player places or advances progress markers in the open column(s) associated with their chosen totals, then chooses whether to roll again or end their turn and replace the progress markers with markers of their color. A player can only advance three different columns in a turn and cannot advance a column which any player has closed out by reaching the end space; if a roll doesn’t result in any legal plays, the turn ends with that turn’s progress lost.
A predecessor from 1974, The Great Races, exists as a paper-and-pencil game.
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
9.95
Designer | Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 1-4 |
Playtime | 30 mins |
Suggested Age | 10 and up |
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
33.95
Designer | Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 1-4 |
Playtime | 45 mins |
Suggested Age | 8 and up |
Honors | 2005 Games Magazine Game of the Year Winner |
BuyWord is a game of words with a twist. You pay good hard cash to buy your letters, then form a word to sell at a profit, if you can. Your payoff depends on the quantity and the quality of the letters in your word. BuyWord mixes basic mathematics, money management, and good old-fashioned word-building in a simple, yet elegant blend that keeps every player involved in every turn until the very end. BuyWord is the second game in the Sid Sackson Signature Series.
Won Games Magazine Game of the Year award in 2005.
Vendor: Gryphon Games
Type: Board Games
Price:
18.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-4 |
Playtime | 15-60 mins |
Suggested Age | 8 and up |
Beyond Tic Tac Toe (1975) is the original form of this book, and contains the following seven games meant to be played with coloured pencils or markers. The games are named after the artists whose works they most resemble graphically: Vasarely, Miro, Mondrian, Arp, Delauney, Klee, and Springer.
It is part of a series of five paper-and-pencil game books by Sid Sackson, including Beyond Competition, Beyond Solitaire, Beyond Tic Tac Toe, Beyond Words, and Calculate!.
Games of Art (2014) is the new edition of Beyond Tic Tac Toe that was published on Kickstarter by Eagle/Gryphon Games in the form of a reusable book with laminated pages and dry erase markers.
Vendor: Gryphon Games
Type: Board Games
Price:
49.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 12 and up |
Honors | 1994 Spiel des Jahres Recommended |
Reimplemented By | I'm the Boss!: The Card Game |
Rarely is a game stripped down to its bare essense as cleanly as I'm the Boss! is. Up to fifteen deals can be made over the course of the game, and a player who is part of a successful deal will receive a certain amount of money.
How much money? Well, that depends on whatever deal is made among the players involved, as negotiated by that round's boss. Complicating matters quite a bit, however, each player has a hand of action cards that can be used to derail negotiations, insert themselves into a deal, take over the role of boss, and otherwise muck with the smooth flow of deal-making that other players had hoped to achieve. Nertz to them! If you want to make a deal, you gotta cut me a share!
Once nine deals have been made, a die is rolled after each subsequent deal to determine whether the game ends (with the odds increasing each time). Victory goes to whoever has the biggest bankroll!
Vendor: Gryphon Games
Type: Board Games
Price:
46.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
A collection of fantastic card games by legendary game designer Sid Sackson.
In Sleuth, a classic deduction game from master designer Sid Sackson originally released as part of the 3M Gamette Series, players are searching for a hidden gem, one of 36 gem cards hidden before the start of the game. The remainder of this gem deck – with each card showing 1-3 diamonds, pearls or opals in one of four colors – is distributed evenly among the players, with any remaining cards laid face up. Thus, you and everyone else starts with some information about what's not missing.
A second deck contains 54 search cards, each showing one or two elements, such as diamonds, pairs, blue opals, red pearls, or an element of your choice. Each player receives four face-up search cards; on a turn, you choose one of those cards and ask an opponent how many gem cards they have of the type shown. If you ask for, say, pairs, the player must tell you how many pairs they hold but not which specific pairs; if you ask for something more specific, say, red diamonds, the player reveals to everyone how many such cards she holds while you get to look at them in secret.
Players track information on a score pad. You can guess the hidden gem at any time, or on your turn you can ask any one question regardless of which search cards you have, then immediately make a guess by marking your sheet and checking the hidden gem card. If you're wrong, you keep playing but can only answer questions; if you're correct, you win.
The simplicity of the rules and the cards belies the complexity of the game. In some cases you see cards, while in others you hear only the number of cards that an opponent holds, making it tough to deduce. Any notation system you devise must be both flexible and reliable, recording negative information as well as positive in order to tick off the possibilities one by one...
Card game in which players purchase companies using sets that have various monetary denominations (the resource cards). Turning in a set with matching symbols is worth more than the face value of the cards, so set collecting becomes a key strategy. Purchased companies (the corporation cards) are placed in front of the player according to a matching letter system. The top company of each stack is vulnerable to proxy take-overs by other players, so they usually attempt to order their holdings such that the most valuable ones are covered by less valuable companies. Scoring occurs whenever a player draws a profit card from the deck. The game ends when the corporation deck is exhausted.
Originally published by 3M (3M Gamette Series), re-published by Avalon Hill in its "gamette line" (gamette no. 205) when they took over 3M's line. Schmidt published the German edition DIE BOSSE in 1991.
The object of the game is to collect round cards known as "Monads," which look like yin-yang symbols. The players do this by Trading, Buying, and Leaping with other cards.
Monad / Die 1. Million uses a deck of cards with six colors (Red, Orange, Yellow, Green, Blue, and Purple). Half of these are called "Warm" colors (Red, Orange, and Yellow), and the others are "Cool" colors (Green, Blue, and Purple). The majority of cards has one symbol on them (known as "Commons"), but there is one card of each color with 2-5 colors on them (known as "Bis," "Tris," "Quads," and "Quints"). At the start of the game, each player is assigned one of the six colors as their "identity" and is dealt six Commons and one "Bonus" card (which shows three pairs of colors). The Bis, Tris, Quads, and Quints are placed face up in separate piles in the center of the table.
On their turn, a player attempts to get higher numbered cards into their hand. The easiest way is by "Trading." To trade, a player turns in a pair of cards with the same number of symbols but of opposite colors (one warm and one cool) and takes the top card from the stack with the next highest number of symbols. When they turn in two Quints, they gain a Monad. If the two cards turned in match one of the pairs on their bonus card, they may also draw the top card from each of the lower stacks. They may also use cards of the same color as their Identity as wild cards, which are treated as having any number of symbols.
The player can turn in more than two cards and "Leap" to a higher stack. This allows them to select a card with a higher number of symbols. Finally, they can "Buy" a card. Buying cards uses the numbers located on each card. The player turns in a number of cards which total greater than the number on the card they are after. Monads can be purchased for 80 points.
A player can also draw the top card from the deck but doing so prevents them from taking any other action that turn.
The first player to accumulate a given number of Monads (which varies depending on the number of players in the game) is the winner.
Vendor: Eagle-Gryphon Games
Type: Board Games
Price:
20.95
Designer | Sid Sackson |
Publisher | Eagle-Gryphon Games |
Players | 2-6 |
Playtime | 45 mins |
Suggested Age | 10 and up |
Honors | 1991 Fairplay À la carte Winner |
Family | Sid Sackson Signature Series - Sleuth, Venture and Monad |
Vendor: Gryphon Games
Type: Board Games
Price:
19.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 2-4 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Honors | 1987 Spiel des Jahres Recommended |
Family | Sid Sackson Signature Series - Sleuth, Venture and Monad |
The object of the game is to collect round cards known as "Monads," which look like yin-yang symbols. The players do this by Trading, Buying, and Leaping with other cards.
Monad / Die 1. Million uses a deck of cards with six colors (Red, Orange, Yellow, Green, Blue, and Purple). Half of these are called "Warm" colors (Red, Orange, and Yellow), and the others are "Cool" colors (Green, Blue, and Purple). The majority of cards has one symbol on them (known as "Commons"), but there is one card of each color with 2-5 colors on them (known as "Bis," "Tris," "Quads," and "Quints"). At the start of the game, each player is assigned one of the six colors as their "identity" and is dealt six Commons and one "Bonus" card (which shows three pairs of colors). The Bis, Tris, Quads, and Quints are placed face up in separate piles in the center of the table.
On their turn, a player attempts to get higher numbered cards into their hand. The easiest way is by "Trading." To trade, a player turns in a pair of cards with the same number of symbols but of opposite colors (one warm and one cool) and takes the top card from the stack with the next highest number of symbols. When they turn in two Quints, they gain a Monad. If the two cards turned in match one of the pairs on their bonus card, they may also draw the top card from each of the lower stacks. They may also use cards of the same color as their Identity as wild cards, which are treated as having any number of symbols.
The player can turn in more than two cards and "Leap" to a higher stack. This allows them to select a card with a higher number of symbols. Finally, they can "Buy" a card. Buying cards uses the numbers located on each card. The player turns in a number of cards which total greater than the number on the card they are after. Monads can be purchased for 80 points.
A player can also draw the top card from the deck but doing so prevents them from taking any other action that turn.
The first player to accumulate a given number of Monads (which varies depending on the number of players in the game) is the winner.
Vendor: Gryphon Games
Type: Board Games
Price:
23.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 3-7 |
Playtime | 60 mins |
Suggested Age | 10 and up |
Family | Sid Sackson Signature Series - Sleuth, Venture and Monad |
In Sleuth, a classic deduction game from master designer Sid Sackson originally released as part of the 3M Gamette Series, players are searching for a hidden gem, one of 36 gem cards hidden before the start of the game. The remainder of this gem deck – with each card showing 1-3 diamonds, pearls or opals in one of four colors – is distributed evenly among the players, with any remaining cards laid face up. Thus, you and everyone else starts with some information about what's not missing.
A second deck contains 54 search cards, each showing one or two elements, such as diamonds, pairs, blue opals, red pearls, or an element of your choice. Each player receives four face-up search cards; on a turn, you choose one of those cards and ask an opponent how many gem cards they have of the type shown. If you ask for, say, pairs, the player must tell you how many pairs they hold but not which specific pairs; if you ask for something more specific, say, red diamonds, the player reveals to everyone how many such cards she holds while you get to look at them in secret.
Players track information on a score pad. You can guess the hidden gem at any time, or on your turn you can ask any one question regardless of which search cards you have, then immediately make a guess by marking your sheet and checking the hidden gem card. If you're wrong, you keep playing but can only answer questions; if you're correct, you win.
The simplicity of the rules and the cards belies the complexity of the game. In some cases you see cards, while in others you hear only the number of cards that an opponent holds, making it tough to deduce. Any notation system you devise must be both flexible and reliable, recording negative information as well as positive in order to tick off the possibilities one by one...
Vendor: Renegade Game Studios
Type: Board Games
Price:
54.95
Designer | Sid Sackson |
Publisher | Renegade Game Studios |
Players | 3-6 |
Playtime | 90 mins |
Suggested Age | 12 and up |
Honors |
As a powerful real estate tycoon, there are only seven hotel chains in the world worthy of your attention. Using nothing but your wealth and wits, you must vie against other business magnates to manipulate construction and capitalize on mergers -- buying, trading, and selling stocks in order to get the greatest return on your investments. Acquire challenges you to pit your resources and resolve against other players in this high- finance game of speculation and strategy. Truly a classic game of strategy by the master game designer, Sid Sackson.
Features:
Contents:
Vendor: Gryphon Games
Type: Board Games
Price:
18.95
Designer | Sid Sackson |
Publisher | Gryphon Games |
Players | 3-6 |
Playtime | 45 mins |
Suggested Age | 9 and up |
Reimplements | I'm the Boss! |
I'm the Boss!: The Card Game, a version of Sid Sackson's classic negotiation game I'm the Boss! that's based on his original design ofthat game, is still all about negotiation, with players trying to end up with more money in hand than anyone else.
The game plays in rounds, and each round consists of a separate money-making deal. Each round, players play cards in clockwise order in turns to give them the right to a "cut" of the current deal, the value of which depends on the cards played. When a player has passed twice, he can no longer influence that round. After everyone has passed twice, the round ends, and points are totalled to calculate the value of that deal. Players then earn money for each "cut" or piece of the action that they have, which represents their share of that deal. While playing cards, players can negotiate in order to encourage other players to make plays that are favorable to them.
After a fixed number of such deals (rounds), the game ends, and the player who has the most money wins.