Issue link: https://www.cominghomemag.com/i/1511329
PASS THE TIME Four must-play card games. FIVE CROWNS 1–7 Players Ages 8+ Five Crowns is a Rummy-style card game with a fifth suit. Played in 11 rounds, the first begins with three dealt cards and 3s as the wild cards, moves on to four cards dealt and 4s as the wild cards, and so on. In each round, the goal is to get rid of your cards by creating unique combinations special to the game. When someone goes out, opponents have one more chance to make their final matches and ditch their cards. Each player's leftover cards are added up as points. In the final round, the King cards go wild, and the player with the lowest score is crowned the champion. SUSHI GO! 2–5 Players Ages 8+ Sushi Go! is a fast-paced game featuring your favorite Japanese foods. To win, get the highest-scoring grouping of sushi as it flies by on a conveyor belt (or gets passed down from other players). Every round starts with a player choosing a card from their hand, flipping it over, and then passing their deck to their left. Once no cards are left, score your sushi, and repeat for two more rounds. The player with the most points—or the best pieces of sushi and add-ons, like pudding, chopsticks, and wasabi—wins. EXPLODING KIT TENS 2–5 Players Ages 7+ A top-rated hit with over 10 million copies sold, this exciting game requires you to stay calm under pressure, or the threat of explosion. The game commences with a shuffled deck of cards, face down, in the middle. Players take turns drawing and collecting cards until someone picks an Exploding Kitten. That person explodes and is out of the game—unless they've collected a Defuse Card to save them. All the other cards give you powerful tools to help prevent an explosion. This process continues until there's only one player left. CODENAMES 2–8 Players Ages 10+ Want an unforgettable game night? Play Codenames. In this thrilling and strategic game, players race against time to contact their spy agency's field agents before the other team. After laying out a "map" of 25 word tiles, a member of each team acts as the Spymaster and gives one-word clues that hint at the location of their agents. The field operatives attempt to guess the word hiding their team's agents while avoiding opposing agents, bystanders, and the dreaded assassin that ends the game. 26 COMING HOME MAGAZINE