Utter Nonsense! | Saint Petersburg | Dungeon Dice




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Summary: Utter Nonsense! Family Edition<br> Combine silly accents with even sillier phrases to create sayings that are just plain ridiculous.<br> Designed by: Dave Mazurek, Tim Swindle <br><br> Edition Played: Family Edition (2017)<br><br> Players: 4 – 20 <br><br> Time: 30 + min<br><br> Ages: 8 +<br><br> <br> Unearthed by: Mike<br> Mike brought this game to the table, because the panel loves to do silly accents. <br> The Basics:<br> Each player gets a hand of cards with seemingly random phrases. A card from the accent deck is then revealed. Included accents include Arnold Schwarzenegger, French, or an upset elephant. Each player chooses one of the listed phrases to say using the accent; the objective is to entertain the judge and be chosen the best of the round. The winning player becomes the next judge. The first player to wins 5 rounds wins the game.<br> Saint Petersburg<br><br> <br> A tactical game for Russian building magnates.<br> Designed by:  Bernd Brunnhofer, Karl-Heinz Schmiel<br><br> First Published: Hans im Glück (2004)<br><br> Edition Played: Z-Man Games, Second Edition (2014)<br><br> Players: 2-5 players<br><br> Time: 60 min<br><br> Ages: 13+<br><br> <br> Unearthed by: Ed<br> Ed was introduced to this game by friend and fellow gamer Harald, and acquired the 2nd edition when it came out. He brought it to the WGF table to showcase one of his favorite light Euro games based on cards. <br> The Basics:<br> You start with 25 Rubles. The object is to build your influence by purchasing Worker, Market, Building, and Noble cards that will increase your fortune and score you the most prestige. <br><br> There are 5 card-buying phases each round, one for each of the 5 different card types:<br><br> <br><br> Worker cards primarily help you earn money; Market cards offer different goods for money and prestige; Buildings provide prestige; Nobles can supply a mix of victory points and rubles, leading to  sizable late-game point bonuses that can’t be ignored. Exchange cards allow already purchased cards to be improved.<br><br> <br><br> During each phase, you may buy cards, put cards in your hand, play a card from your hand, or pass. When everyone passes, the phase ends and you get to score points for any of your cards matching the current phase.  When a deck runs out of cards, the game ends at the end of that round, and the player with the most victory points wins.<br> Dungeon Dice<br> Be the first out of the dungeon!<br> Designed by: Paul J Gruen<br><br> Published by: Parker Brothers (1977)<br><br> Players: 2-4 players<br><br> Time: 30 min<br><br> Ages: 8+<br> Unearthed by: Evan<br> Evan unearthed this game along with a batch of seven more during an online shopping spree. This late 70’s era Parker Brothers game screams Friday night games with school friends and the neighbors’ kids: reminiscent of a time since lost.<br><br> <br><br> The Basics:<br> You are a prisoner in the dungeon. Your crime was . . . whatever, it doesn’t really matter. The object of the game is to escape by tunneling. This is a dice rolling game, and you match the dice to earn the tunnel cards that can pave your way to freedom. Sure, prison guards stand in the way, but the other players are an even greater obstacle: they can block you, hamper your progress, or even steal your tunneling cards! It’s a race of prisoners to be the first one out!<br>