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Horseshoes & Hand Grenades Card Game
Horseshoes & Hand Grenades Card Game
by (Self-Published) (2023)
Player Count
2 to 6

Player Ages
13+

Playing Time
15 minutes to 30 minutes
Categories
  • Bluffing
  • Negotiation
  • Party Game
  • Real-time
  • Humor
  • Mechanisms
  • Partnerships
  • Hand Management
  • Player Elimination
  • Hidden Roles
  • Bribery
  • Family
  • Crowdfunding: Kickstarter
  • Admin: Unreleased Games
  • Rating: 0/10 from 0 users

    Description

    An explosive card game unlike any other for friend and foe alike. Rule game night by obliterating the competition with unique card types. Set the charges or pull the pin early and let the sparks fly because only one player can call themselves the victor in this all out brawl of Horseshoes & Hand Grenades!

    - Obliterate the competition with Hand Grenade cards. 
    - Shield yourself from the opposition with Horseshoe cards. 
    - Defy the actions of others with Short Fuse cards.

    Play as a team or fight alone, the choice is yours. All that matters is that you are the last one standing.

    Begin by choosing who goes first, preferably the least liked of your friends, who smells the worst, has the loudest burp or is the mostly to die first (in the game, don't be so morbid). The chosen player with then shuffle the deck and deal every player 5 cards and 5 Heart Tokens. The player to the left of the dealer will then begin the game with the first play action as the Active Player.

    Once a player loses all 5 Heart Tokens, they are out. So, make sure to maintain your defenses since any defenses that are down, leave your Heart Tokens completely exposed.

    On the Active Players turn, they can play 1 Hand Grenade card to attack with and 1 Horseshoe card to build up their defenses. No more than 3 Horseshoe cards can be in play for each player. After they have completed their two actions, they must draw a card to end their turn so that the Active Player status transfers to the next player on the left.

    On the Inactive Players turn, they can play Short Fuse cards in response to any action performed by the Active Player or other Inactive Players, shifting the tides to favor themselves or others. But, they must be careful, since the Active Player can play Short Fuses in response to others.

    In the end, only one shall remain. You may refer to yourself as the victor, but everyone else may refer to you as a frag-faced-fuck. So, pull the pin, count to 3 and have some explosive fun with Horseshoes & Hand Grenades.

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