I have not played any of the following games....I have just watched A LOT of review videos, so these are the ones that are next up on my purchasing list for party games. Prices are from Amazon as of 12/16/21....if there is no price listed, then it is not currently available on Amazon (this may be due to the proximity to Christmas)
*************************
Two Rooms and Boom (6-30). 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.
Secret Hitler (5-10) $35.00. 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 cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority.
At the beginning of the game, players close their eyes, and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed, but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is, but Hitler doesn't know who his fellow fascists are, and the liberals don't know who anyone is.
Each round, players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law, players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war.
The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.
Wits and Wagers Party Edition (4-18) $44.69. 1) Someone reads a question. 2) Everyone writes down a guess. 3) The guesses are placed face up on the table and ordered smallest to largest. 4) Players place their Betting Tokens on the guess they think is closest to the right answer. Players score one poker chip for a correct bet or for having the closest guess. On the seventh and final question, players can bet their poker chips. The player with the most poker chips after this question wins.
Finger Guns at High Noon (3-8) $14.99. is a fast-paced game of strategy, negotiation, and pure hilarity—battle royale style. Craft your plan, convince the crowd to join in, then count down and draw your finger guns. Hand gestures show everyone’s actions and targets. Eliminate players with pistols, dynamite, and power shots, or stand to the side and lasso up an ally. Last player standing is the winner—unless the ghosts eliminate everyone.
Don't get Got (2-10) $19.99. is a party game in which each player receives six secret missions. The first player to complete three of these missions wins. You don't sit at a table to complete missions, though. This game is designed to run in the background of whatever else you have going on, which means you can play it anywhere — at home, on holiday, in the office, or yes, at a party. Mission examples include getting a player to compliment your hair, hiding this card in a jar and getting another player to open it for you;, and making up a word and getting a player to ask what it means.
Blank Slate (3-8). pick one of the 250+ word cue cards (which have 500+ total cues) and reveal it. Each player then writes the word they think best completes the phrase, trying to exactly match another player's word without giving a single hint.
Medium (2-8) $15.96. In the game Medium, players act as psychic mediums, harnessing their powerful extra-sensory abilities to access other players’ thoughts. Together in pairs, they mentally determine the Medium: the word that connects the words on their two cards, and then attempt to say the same word at the same time! Two cards. Two thoughts. One mind.
Decrypto (3-8) $20.32. Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.
In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure.
Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)
The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
Telestrations upside drawn (4-12) $21.99. It’s Telestrations, but Upside Down! This take on the award winning Telestrations game gives a whole new meaning to laugh out loud miscommunication. Telestrations: Upside Drawn puts a teamwork spin on “The Telephone Game Sketched Out” by putting the pen in one person’s hand, and control of the board in another’s! Only through “Up” or “Down” directives can the team put the pen and board together to guess the clue first! The team to reach 10 points wins!
Wink (3-8). 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!
Blockbuster (4-10). Blockbuster is a movie game for anyone who has seen a movie, and like all the best films it comes in two parts:
In the Movie Buzzer Battle, both teams are given a topic, such as "Movies with dogs". You start the 15-second timer, yell out a relevant movie, then whack the buzzer to reset the time. The other team is now in the hot seat and has to do the same. Whoever runs out of time hands the advantage to the other team, which takes control of the next round: Triple Charades Jeopardy.
In this round, teams have to guess the movie, while you act it, use one word, or quote from it. There is all sorts of strategy and stealing, too.
MonsDRAWsity (3-8) $24.95. Imagine seeing a real alien stomping through your backyard. Now imagine describing what it looked like to a police sketch artist. That is exactly what you are expected to do while playing the frantic drawing party game MonsDRAWsity.
One player, known as "the Witness", has twenty seconds to examine a picture of a bizarre-looking creature, then they must describe it to the rest of the players, known as "Sketch Artists". At the end of the round, the witness awards points to the artist who was able to most closely match the monster seen by the witness!
Wackee 6 (2-12). To get the most points and to be the first player or partnership to 'Go Out' and call “Wackee SIX!” This is done by playing out all 12 of the main cards originally dealt to you. While that is being done, you want to turn your remaining deck as fast as you can, and play as many cards onto the crazy piles in the middle of the table as you can. This is where most of your points will come from. This game play gets really "Wackee", because no one takes "turns", everyone just plays at once.
Sparkle Kitty (3-8) $36.95. Nobody puts princess in a tower! Sparkle*Kitty is an adorably fun, social, and magical spell card game for all ages, sizes and genders.
Dark forces have trapped a group of princesses into cursed towers. But luckily these are no ordinary princesses and you are no ordinary player. Take matters into your own hands and harness the simple and sweet words into special spell combinations to set yourself free.
Goodcritters (4-8) $21.95. It's the most anticipated moment of any heist: time to split the loot. Of course, everybody trusts the boss to divide everything evenly, right? But will the boss be even-handed and make sure that every "made critter" gets a piece? Maybe the boss will pay off only some of them and keep the rest of it...
GoodCritters is a game for 4-8 criminal critters who are pulling off heists and fighting over the loot! Whoever is chosen as the boss can distribute the loot from the heist however they desire, but it's the crew that has the final say. If the crew doesn't like the split, they might just tell the boss to take a hike and put some other critter in charge! In the end, the critter that collects the most valuable stash of loot wins!
25 words or less (4-99) $14.99. In 25 Words or Less, players divide up into two teams. The current clue-giver on each team looks at a list of five words that they're going to have to get their teammates to say using only words (a.k.a., no sounds or gestures). The clue-givers bid on the number of words that they need to say to accomplish the feat, with the lower bid getting the honor of doing so. If the team cannot successfully name the words in the allotted time and with the bid number of words (or less), then the other team gets the point. The first team to collect ten points wins.
Roll for it (get 2 different colored sets to play up to 8) (2-8) $19.95 each= $39.90. Roll For It! is a casual, family-friendly dice and card game. Each player starts the game with six dice of a single color, and three target cards are laid face-up on the table. Players take turns doing the following: On a turn, a player rolls all of her dice not already on cards, then places any dice that match the targets on the corresponding cards. (Alternatively, before taking her turn, a player can first choose to reclaim all of her dice from all cards.)
If the player now fulfills the target with her dice – e.g., a pair of 3s, a quartet of 6s, or a specific combination of numbers – she claims the card, takes back her dice (and returns any other dice on the card to their owner), then places a new card on the table. Each card is worth a certain number of points. The first player to earn forty or more points wins!
There are two sets of Roll For It! available -- the red set comes with translucent dice and the purple set comes with pearl dice. There are no duplicate cards between the sets. Each set allows play for 2-4 players, but when they are combined, up to eight players can compete in the same game of Roll For It!
Fuji Flush (3-8). Be the first player to get rid of all of your cards!
Join forces with fellow players to beat cards played by other players...or independently play the highest card to outdo all your opponents together, flushing their cards down the drain!
Fuji Flush is a fast, fun, easy-to-learn card game that will have you shouting as your cards are sent down the drain!
Fuji Flush is a card game, which consists of cards numbered 2 through 20, with higher numbers being rarer. Each player holds six cards at the beginning. In clockwise order, players play one card each. If it is higher than another card currently on the table, the lower card or cards are discarded and the players who had played the lower cards must draw a new card. However, if two or more players play the same number, the card values are added together. When it is a player's turn and their card is still in front of them, they can discard it without redrawing. First player(s) to get rid of their cards wins!
A fake artist goes to NY (5-10) $23.00. is a party game for 5-10 players. Players take turns being the Question Master, whose role is to set a category, write a word within that category on dry erase cards, and hand those out to other players as artists. At the same time, one player will have only an "X" written on his card: they are the fake artist!
Players will then go around the table twice, drawing one contiguous stroke each on a paper to draw the word established by the Question Master, then guess who the fake artist is. If the fake artist is not caught, both the fake artist and the Question Master earn points; if the fake artist is caught and cannot guess what the word is, the artists earn points.
Jungle speed (2-8). Each player is dealt a hand of cards. In order to win you must be the first player to get rid of all of your cards. Each turn, all of the players reveal one of their cards. If two cards are identical, those players must make a grab for the Totem. The faster player then gives their cards to their unfortunate adversary.
To add to the difficulty, certain cards are almost identical, which can trick a hapless player into grabbing the Totem by mistake -- a grave error. Other cards force all players to make a grab at once, change the method of play, or otherwise add to the difficulty.
Banned words (4-99). need to get their teammates to guess five secret words or phrases while avoiding traps set up by the opposing team — but you can only guess what those traps might be!
In more detail, the game lasts three rounds. At the start of each round, each team (red and blue) receives a card showing five words or phrases. Team members then write down up to sixteen words they think someone on the other team might use while trying to get their teammates to guess these secret words.
Once each team has written down their "banned" words, one person on each team is designated as the clue-giver, then they swap cards. The clue-giver on the blue team then starts giving clues to their teammates; if this clue-giver says any of the words that the red team wrote down prior to the start of the round, someone on the red team holds up the card holding the word and says it out loud.
Once time runs out, the blue team scores 1 point for each secret word or phrase correctly guessed, and the red team scores 1 point for each time the blue clue-giver said a banned word. The red clue-giver then takes their turn. After three complete rounds, whichever team has scored the most points wins.