Imaginarium game how to play. Imaginarium is a board game. Examples of Bad Associations

The board game "" is one of the most popular entertainments of the Russian edition on associations, an analogue of the bestseller in the world of board games - « » . The game is filled with colorful illustrations and contains simple rules. She will give a lot of positive emotions to the participants and brighten up any party. Depending on the set of the game, an age limit is introduced: from 6+ to 18+, as some pictures evoke gloomy and contradictory associations. Party occupies 30-40 minutes but sometimes up to an hour.

Difficulty level: Withmiddle

Number of players: 2-6

Develops skills: inmindfulness, mindfulness

What is in the box?

Opening the heavy box with the Imaginarium game for the first time, one sees something colorful and imaginary. Inside are the following components:

  1. The playing field required for scoring. It is designed in the form of a starry sky, through which clouds float, and the numbers corresponding to the player's victory points are placed in them.
  2. cards with associations that do not repeat among themselves - 98 pcs.;
  3. tokens for voting in the form of small rectangles with numbers - 49 pieces;
  4. chips - flying elephants - 7 pcs.;
  5. rules brochure.

The playing field is built into the box, and under it there are cells for additional sets.

Imaginarium - a game for the company!

As intended, exciting game"Imaginarium" received a competitive format, a quick-witted, resourceful and attentive player will win the game. It will come in handy to learn how to fight the imagination of true friends and just acquaintances.

Everything is very simple

In the original "Imaginarium" and in its additions, all manipulations are simple and do not require concentration and concentration when explaining the rules. Party members lay out cards with illustrations, after which the players need to guess which of the laid out cards caused the Leader's association, passing further and further along playing field.

Learn all about your friends!

The same picture causes different associations for each player. So, for example, on a map with Crocodile Gena and Cheburashka“animal”, “childhood”, “friendship” and more are guessed. It is the associations that will show an old friend or acquaintance from a new side, this will help to get closer by looking at what is really going on in the player’s head.

Imaginarium cards

The most interesting thing that awaits the participants in the set with the game "Imaginarium" - cards in the amount 98 pieces custom-sized with original, funny and provocative illustrations. They are required in order to spur the imagination of the players. After a dozen games of exciting entertainment, gradually basic set cards will start to bother, because all possible associations are visible at a glance. Additional sets with cards will help such players, total published 5 new decks 98 cards.

By the way, about the artists

The game "Imaginarium" is made by Russian illustrators, and it is popular all over the world. And in the additional set “Imaginarium. Odyssey" and in the anniversary set "Imaginarium", the names of the artists are finally revealed, they are written on a card with brief information about illustrators.

The leader is expected challenging mission. While he is looking at the illustration on the card, he should not invent a transparent and detached association. After all, if it is not original and obvious, the players will easily vote for the Leader's card from the laid out pictures. This will cause the Host to lose 3 points, and the rest will remain at the same " little cloud» fields.

A similar situation will occur if the Leader makes an association that is too distant from the objects on the map, which will not be clear to the rest of the participants. Then there is a high probability that his card will remain without votes, and again he will take two steps back.

For those who love complexity

The complexity of the game "Imaginariui" is given by the presence of fields with special signs. The facilitator will come up with associations based on the tasks assigned to each sign: present the association in the form of a question or using strictly four words, etc. In this way, the players will definitely develop their imagination and associative thinking skills.

Board game "Imaginarium" - game rules

In the Imaginarium, the rules of the game are allowed to be adjusted as soon as you want. The creators even prepared variations to diversify the games that end the same way:

  • End the game when one of the player's flying elephants reaches cloud number 39.
  • Do not limit yourself to the game when the deck and cards in hand are completed, but shuffle the discard pile and thereby form new deck with illustrations. So the game goes on forever.
  • Make association restrictions permanent. This implies that each association will be guessed based only on the tasks of special fields.
  • If there is only one set available and there are more than 7 participants, it is a good idea to pair up and play a game with two instead of one.

On the fields of the Imaginarium, in addition to cloud cells, there are special fields marked with special signs.

  • a cell with a question mark requires the Host to make an association, respectively, in a question form;
  • a cell with "4" suggests an association expression in four words;
  • the cell with "abibas" says that the association should be associated with a popular brand. It is not required to mention the brand exactly, it is enough to be based on the slogan, advertising and the like;
  • "TV" requires to connect the association on the basis of a famous film, popular TV show, series;
  • a cell with a book implies not just a word or a combination of several words, but a full-fledged story.

Preparing for the game

  1. Each player selects a chip for the party - a flying elephant, which will move around the "clouds" of the field, as well as small voting tokens of the same shade. The number of tokens corresponds to the number of participants.
  2. The chips of each participant are sent to the initial cell of the field "1".
  3. Cards with illustrations are carefully shuffled, distributed to participants in 6 pieces. A deck with non-repeating pictures is formed based on the number of players. For four players from the picture pile, 96 cards are needed, for five - 75, for six - 72, for seven - 98.
  4. Choose a player who will become the Leader on the first turn and start the game.

Definition of the first move

Nominating a player to go first is very simple. It is allowed to choose the usual way to determine. The creators of the game "Imaginarium" offer an option: take a stack of tokens face down, mix thoroughly on the surface and let the players draw one card at a time. Member since a large number on the token and start the game, the rest will be distributed clockwise.

Game progress

The turn phase in the game consists of several steps that are easy to remember. It's safe to say that after 1-2 moves, all the actions of the players will reach automatism.

The rules of the association game are very simple. There is a box with unusual pictures to which you need to come up with associations. There is also a playing field with multi-colored figurines of flying elephants. All this together is called "Imaginarium".
The players have several cards in their hand. The sequence of moves is self-explanatory. The one who goes first chooses one of his cards, comes up with an association to it, puts it face down on the table and waits. All the rest at this time must, under the voiced association, pick up a card from their deck.

In order to imagine how the gameplay goes, here are a few moves from one game. Let's try to guess which of the presented cards was originally associated with how ...

Despair?

Puddle?

Did you fly?

Soul sound?

Dark business?

Then the cards get in the way, turn over and everyone tries to guess what card the one who proposed the association thought of.
If everyone points to the card you made up, then it will be your loss. The association should not be the easiest.
If no one points to the card you made up, then this will be your loss. The association shouldn't be that complicated.
To win, at least one person must guess the card. And in the best option- all but one.
Well, a few points are gained by those whose cards, under the general guise, fell under someone's guess at the association.

"Imaginarium"- it's not quite normal board game . Here you do not need to understand the rules for a long time, throw a die, think over a strategy. This is a game that everyone from the age of 6 can really play. Have an 8-year-old grandson, a 70-year-old grandfather, a 40-year-old dad, and a 15-year-old sister sit next to each other and they will equally well cope with the game and everyone will enjoy gameplay.

The thing is that "Imaginarium" is a board game that requires only intuition and imagination. Your erudition, age or status is not important here, magical world"Imaginarium" all are equal.

This is a game in which you have to come up with associations to unusual pictures and guess the pictures of other players by their associations. That's all the rules!

How to play?

If you play board games, then you may be familiar with Dixit, the game mechanics of Imaginarium are very similar to Dixit. But even if you have never played board games before, you will still easily master the Imaginarium.

The essence of the game: Each player receives 6 cards with different illustrations. The illustrations are very unique and colorful. The first player chooses one of his cards, names the association associated with it, and places the card face down on the table. Each player chooses from his cards one picture that best suits this association and puts it on the table face down. The cards of all players are shuffled and laid out randomly on the table face up. Players now see all the cards and try to guess which card the host has chosen. Who guessed it - well done, gets points.

The facilitator's association should be clear, but not too straightforward, because if all participants guess the card, then the facilitator will lose points. Each player in turn becomes the leader, and so on until all the cards run out. The party lasts approximately 40 minutes.

Learning to read minds

In associations, familiar people open up to you from the most unusual sides. You learn to better understand people and anticipate the course of their thoughts. A very soulful game that will unite your family and friends even more.

To whom to give?

  • For yourself and your family - a great choice for family evenings
  • Friends - suitable game for a variety of companies, the most for parties
  • Any creative person - pictures of "Imaginarium" will not leave anyone indifferent.

Other versions of the Imaginarium:

Suitable additional card sets:

Protectors:

These are special plastic "pockets" for cards. They protect cards from moisture, dirt, crumpling. With protectors, the game will serve you much longer, because the cards will remain as good as new! Each set or add-on requires one pack of protectors.

Start

Each player chooses an elephant and a set of voting cards of the same color as the elephant. There are seven voting cards. You will need as many cards as the person is playing. If there are 6 people playing, you do not need a card with number 7.

Game progress

The elephants of all players are placed at the beginning of the playing field.

The deck with illustration cards is shuffled and each player is given 6 cards in his hand.

Each turn, one of the players, in turn, becomes the leader. The host makes an association on one of his cards, says it aloud and puts the hidden card face down on the table. The rest of the players look among their cards for one drawing, which, in their opinion, best suits the hidden phrase, and puts it face down on the table.

The facilitator collects the cards, shuffles them and lays them out on the table in a line in a random order with the face up. The card on the left is considered card number 1, the next one is card number 2, and so on. Where is your left and where is your right - you determine yourself.

Guessing the leader's card

The main task of the players is to guess which of the cards laid out on the table was chosen by the presenter and vote for it. Each player chooses one voting card with the desired number and places it face down. The presenter does not vote and does not comment on the pictures laid out on the table. You can't vote for your own picture. When everyone has made a decision and voted, the voting cards are turned over and the points are calculated.

Scoring

  1. If all the players guessed the leader's card, then he goes 3 moves back, and the rest stand still.
  2. If no one guessed the leader's card, then the leader goes 2 moves back. Plus points are received by the players whose cards are guessed.
  3. In any other case, all players who correctly guessed the card receive 3 points. The leader receives 3 points plus one point for each player who guessed it. All players receive one point for each player who guesses their picture.

Players move their pieces on the playing field by the number of steps corresponding to the number of points won. Each player takes one card from the deck. The next player in order becomes the leader.

game over

The game ends when the cards in the players' hands run out. The winner is the one who has earned the most points and advanced the farthest.

"Imaginarium" is very simple and very interesting game, in which you need to come up with associations for unusual pictures from the box. The pictures were drawn by crazy artists, so the associations range from the simplest, like “love”, “winter”, “principleness”, to the most complex and crazy, in the spirit of “I did everything right”, “Where is the drama? No drama again!”, “Chuck-chak! Run faster!”, maybe just the sea.

So. I took a picture, came up with an association: what now?

Now you need to place the card face down on the table. Other players will try to choose among their cards the one that best suits the voiced association, and put it next to it. Then the cards on the table will be shuffled.

Yep, I got it! Everyone has to guess my card, right?

But no! If everything were so easy, the simplest association would allow you to win. But in order to win, you need to make at least one person guess your card, and even better all but one.

So how do I figure it out?

If possible, difficult and veiled, but understandable so that opinions are divided. When you start playing, you will quickly understand how to do it right. Immediately after this, you will feel a surge of creativity and an increase in the skill of understanding the thoughts and emotions of other people.

What was it about other people?

"Imaginarium" one of the most magic games store, which helps a lot in communication. In associations, you learn the most important personal things about a person, learn to understand him better and better predict the train of thought of different people. In a word, this thing is not only sincere, but also very, very cool in terms of developing relationships.

To whom do you give this box?

  • Take home as a family game, wonderful choice.
  • "Imaginarium" is simply created for friendly gatherings in the evenings.
  • This is a very cool gift for any creative person.
  • It can be played at parties.

What's in the box?

  • Scoring field (made directly on the "podium" on the box).
  • 98 big cards with pictures.
  • 49 voting cards for 7 players.
  • 7 flying elephants to move around the field (wooden or plastic depending on the edition).
  • Rules in good Russian.

What other sets are there?


Sergey

"Game is great! The main surprise for me is that interest is not lost when 3 generations (16, 30-35, 55 years old) of players sit at the table at the same time. The associations are only getting better :) The rare quality of the game... »


Pictures for the "Imaginarium" are selected carefully, Kuznetso once told this procedure.

Sergey Abdulmanov, Head of Marketing

I like the fact that there is a healthier scoring than in Dixit. It is necessary that most of the players guess your card, but not all.

Maxim Polovtsev, developer

First released in 2011.

Mechanics:

What other sets are there?

Publishers:

Russia - Cosmodrome Games

Psychologist's conclusion

Date of the study: October 2014 - March 2015

Research methods:

  • Test for the diagnosis of independent thinking
  • Amthauer Intelligence Structure Test
  • Toulouse-Pieron test for diagnosing attention and information processing speed
  • Guilford Imagination Assessments
  • Guilford tasks for assessing divergent thinking
  • Test for the study of intellectual lability

The study involved: students in grades 7-11 (124 people), aged 13 to 19
Purpose of the study: The study of the influence of board games on the mental-cognitive processes of adolescents

Conclusion:

As part of the work of the experimental and research site, the work of the circle was organized in after hours for middle and high school students. At the circle, students were offered to play various board games, and after 6 months of the circle, the influence of board games on various mental and cognitive abilities was studied.

Before the start of the game process, in the first lessons, diagnostics were carried out to study visual intelligence, independent thinking, divergent thinking, creative imagination, intellectual lability, speed of information processing and attentiveness.

  • Jackal
  • Nefarious
  • Resistance
  • Abracadabra
  • Comparity Cinema
  • Bet.

Analyzing the dynamics of various indicators of intellectual abilities, we note the following features.

Visual Structural Intelligence

Before the experiment, the majority of students 31.2% had average level expressiveness. This level characterized by the fact that the student can understand the meaning of a schematic drawing that explains the condition of the problem or the presentation of textual material, but finds it difficult to translate verbal information into visual-graphic information. After the experiment, this indicator changed. Most of the students 28.3% noted good level expressiveness. This level is characterized by the fact that the child, without difficulty, can independently use graphic material, resort to the use of drawings for a more complete assimilation and understanding of information. The change in this indicator was facilitated by the game Comparity Cinema.

Structural Dynamic Visual Thinking

Before the experiment, most of the students had either a good or a weak level of severity (48.8% and 43.8%, respectively). The weak level is characterized by the fact that the child does not know how to "read" the tables, does not understand the meaning of the information presented in a tabular form. If the table is contained in the text, then the child is limited to reading the phrases explaining it. Thinking as a whole can remain static, descriptive. After the experiment, the distribution of this indicator has changed significantly: less than 30% of students have a weak level of severity, and the majority of students have a good level - 55.6%. The change in this indicator was facilitated by the game Comparity Cinema.

Combinatorial visual thinking

Before the experiment, 15.1% of the students had a weak level of severity, and after the experiment, this indicator decreased by almost 2 times, and amounted to 8.1% of the students. It is also worth noting that the indicator of a good level of expression for this criterion increased from 47.5% to 52.4% of students.

Abstract thinking

As a result of the primary diagnosis, the majority of students - 54.1% - have a weak level of abstract thinking, after the study, the result has improved significantly. A weak level of severity is noted in 35% of students, and the majority of students - 58.9% have an average level of severity. A weak level of expression indicates that the child operates only with specific (qualitative representations) images, objects or their properties and is not yet able to single out and operate with their relations. Raise general level severity among students from a weak to moderate level of severity contributed to the game Comparity Cinema and Bet.

figurative synthesis

As a result of the primary diagnosis, the majority of students - 52.4% - have a weak level of figurative synthesis, and after the study, the result has improved significantly. A weak level of severity is observed in 40.4% of students, and the majority of students - 55.6% have an average level of severity. Figurative synthesis - the ability to form holistic ideas based on sequentially incoming, unsystematized, disparate or fragmentary information. Integrity arises on the basis of figurative synthesis, and not logical structuring. It is precisely the general idea that is formed that figuratively combines all the necessary information and therefore needs further logical analysis of its comprehension. Figurative synthesis is one of the main operations of systemic thinking, which is necessary in empirical research (to comprehend diverse and disparate information), when working in new areas and at the intersection of sciences. It is also one of the main components of practical intelligence, allowing you to quickly understand the situation as a whole and choose the best direction for further action. An increase in the overall level of expression among students from a weak to an average level of expression was facilitated by games Bet and Resistance. Also, in addition to the above games, the development of this ability can be facilitated by the game Evolution .

Spatial thinking

As a result of the incoming diagnostics, most of the students - 52.3% have an average level of spatial thinking, 27.7% - a good level and 4.9% high level expressiveness. After the experiment, the distribution was as follows: average level - 46.8%, good level - 40.3%, high level - 9.7%. Spatial thinking is the ability to isolate the spatial structure of objects and operate not with the images of objects and their “external” properties, but with internal structural elements. Jackal. Also, the development of this indicator can be facilitated by such games as Unicube, Bricks, Cubes for All, proposed by B.N. Nikitin, as well as more complex games-constructors and computer games like Tetris.

Independence of thinking

The indicators for this criterion did not change significantly during the experiment, the distribution of the level of severity before the experiment: the greater number of students 47.6% have a weak level, 29.9% have an average level, and 23.5% have a good level of severity. Distribution according to the level of severity according to the results of the final diagnostics: for the most part of the students - 48.4% have a weak level, 31.2% have an average level, and 20.4% have a good level of severity.

A weak level of independence of thinking is characterized by the fact that the child can act only when, immediately before work, he receives detailed instructions exactly how to act. If the student was told what to do, but not explained how to do it, then he will not be able to do the work. The student may not be in trouble. If the task literally repeats the algorithm of some activity that he recently completed. If any changes are made to the way of working, then the child may no longer be able to cope. If a child encounters any difficulties, then usually he does not try to figure it out on his own, but seeks help from peers or a teacher.

divergent thinking

According to the results of the experiment, there is no strong dynamics of changes in the percentage distribution of responses by severity levels. According to the results of the incoming diagnostics, the distribution of answers by severity levels is as follows: weak level - 50%, average level - 37.9%, good level - 7.3%, high level - 4.8% of students. According to the results of the final diagnostics, the distribution by severity levels is as follows: weak level - 57.2%, average level - 24.2%, good level - 9.7%, high level - 8.9% of students. Divergent (creative) thinking is characterized by the breadth of mental search, the ability to use distant analogies and associations, to find non-standard, original solutions, overcoming habitual patterns and established opinions. Often this property is defined as the flexibility of thinking, the ability to apply a variety of approaches and strategies in solving problems, the willingness and ability to consider the available information from different points of view.

A weak level of expression indicates that thinking is convergent, linear (the opposite of divergent). The child cannot get out of the habitual patterns of thinking, look at the situation in a new way. “He is convinced” that every problem has only one correct solution. He is always focused on finding this correct result, he does not know how to try and vary various solutions, algorithms of activity. Play can help develop divergent thinking Abracadabra, Nefarious.

Information processing speed

It is worth noting the significant positive changes in this quality, which were identified during the experiment. According to the results of the incoming diagnostics, 41.1% of the students had a weak level of severity. After the experiment, a weak level of severity remained in 35.5% of students, and the majority of students - 42.7% had a good level of severity. The development of the skill of speed of information processing was facilitated by games Bet and Resistance.

Attentiveness

According to the results of the incoming diagnostics, most of the students - 37.1% have an average level of attentiveness, 25% - a good level, 4.1% - a high level, also in a third of the students the level of attentiveness was at an extremely weak level of severity (25.7 % - weak level and 8.1% - pathology level). After the experiment, the level of attentiveness increased significantly, a weak level was observed only in 9.7% of students (the level of pathology was not detected), an average level was 33.1%, a good level was 33.8%, and a high level was observed in 23.4% of students. Games contributed to the development of mindfulness Bet, Resistance, Jackal.

Output:

Over 120 teenage students aged 13-19 years old took part in the 6 months of operation of the experimental research site Game house. It is worth noting the overall positive impact of the experimental site as on the socio-psychological well-being of students: communication with peers in an informal setting, employment of students after school hours, finding new friends in the circle of peers, relieving psychological stress, emotional relief, a surge of negative stress in a socially acceptable form, and the positive impact of board games on various mental and cognitive processes, as evidenced by the results described above.

Why did you decide to do it?

Long beautiful story- began about two years ago, when Dixit fell into my hands. I got hooked on the game and printed 9000 cards for it, and played them until I got sick.

Where did you find so many pictures?

On the Internet there are a bunch of already prepared and selected right for the game. As a rule, they are from people from Russia who liked the game, but were not satisfied with the quality of the cards, and made additional ones.

And you decided to publish them?

After a while, I thought that if I like additional cards, then someone else will like them, and we decided to produce them. About two years ago, additional sets were published, which they began to sell through Triominos, and then other networks. After that, we realized that it was wrong from the point of view of karma to sell an add-on to someone else's game. And they decided to release their own game. We just had a different scoring system, there was a different field. In general, we still played by different rules for a long time. We checked the possibility of releasing our game. It turned out that in Russia, mechanics as such is not an object of patent law. If the game is unique in its content, then we are within the legal field. We buy all illustrations. For each set, we select the topics that are of interest to us.

How did you choose the artists?

Social networks and the basics of crowdfunding helped. The first set is illustrators from Leprozorium.ru. There are a lot of Russian illustrators there. We chose the best from our point of view. For subsequent sets, we realized that we cannot limit ourselves to one social network, and then we began to attract all the large and not very large communities of illustrators that we have. Searched there, redeemed images.

Was there a special task for the card?

We do not ask you to draw for us. It is very difficult to give a technical task for 98 cards of the same theme, so that you like them. The illustrator gives us the entire database of images that he can sell, then we select good cards and form a set. It turns out 500 cards, of which we choose 98, which are included in the set. We buy them.

That is, some illustrators were so completely stoned at birth, and not when they worked according to your terms of reference?

Yes Yes Yes. We only select. We rarely ask for improvement. I can count on my fingers the cases when they were finalized. We are immediately looking for illustrations with a bunch of small details that are so important for this game.

Many people say that the cards are somewhat gloomy. Why is that?

We wanted to make an adult and expressive game. We decided that we are making a game for adults, and this, it seems to me, is quite. Especially, for example, the friendly atmosphere of Ariadne.

Is it true that you don't know all the artists?

Yes, as a mini-illustration: we held a Chimera tournament, a very strange person came. Two meters tall, with flowing hair, in a leather jacket, with a white lens in one eye. Nick says and asks for a set. It turned out that this is one of our illustrators. Now I know that he is healthy, in a sober memory and draws in a normal state of consciousness.

How many illustrators do you know personally?

6 people out of 100 with whom we work. I usually don't know who draws what. We choose illustrations without captions, that is, first we collect pictures in a set, and then we look at who it is. True, there are, of course, people who draw for fashion magazines - their handwriting is recognizable literally from a couple of strokes, it is still clear who it was.

How many more additions will there be?

We understand that there are not enough additions in the segment of children. Accordingly, almost done new game"Imaginarium: Childhood" in a separate box, plus by the end of the year, I suppose there will be 2-3 more additional sets of cards.

Supplement every six months?

It's hard to judge. Faced with the fact that they could not find high-quality illustrations, strange, with a lot of details. For example, the Chimera was released two months longer than planned. Now we are expanding to other countries. For example, we want to soon make a set exclusively from illustrations by Indian artists.

Are you afraid of being copied?

There is no fear at all. I am for healthy competition. Game mechanics- not the thing that should be protected from copying. If they repeat, the segment will develop. We spend a lot of time searching for illustrations. If copies have the same - great, if not - they are unlikely to be able to sell normally.

Tell me about elephants.

Yes, the story with the chips was interesting. Initially, we decided that the counters should be wooden. For adequate money, no company could provide us with a product. As a result, we found people who can cut plywood with a laser. The second part of the Marleson ballet. It was necessary to find those who are ready to paint chips. And it was possible to paint in those volumes only by hand. We found a company that did small woodwork. It turned out very cheap. At first we were afraid that it Kindergarten where children paint elephants with watercolors. Then they went and saw adults who paint all this. In any case, we quickly got to the point that we could not produce the game, because there was a physical limit on elephants per day - we received about 60 sets (about 350 elephants per day). There were not enough of them, they began to solve. I had to switch to plastic, now we are pouring from it.

And what kind of cat with a bottle in his mouth in the photo with the game?

This is one of the great Leprosy memes. Some people with a short leg with photoshop on a regular photo with our elephants made a collage with a cat with skittles in its mouth. It was a year and a half ago. Even now, at every tournament, people come up to me and ask: “Where is the cat with pins and why don’t you supply it, because this is the perfect chip!”. Maybe we will actually release a limited set of cats.

You said you were very passionate. You have three cards in your travel pack that you can't get except by buying it. How many people do you think would go for it just for the collectible value of these cards?

I will not answer directly. This set is taken not only for the sake of cards (although for their sake as well). The idea was to save people from buying a new box because the game is quite expensive even for the regions. And with an intense game, the cards are lost, the elephants run away. In general, the components of the most active players are not very good. As a result, we communicate with a bunch of people, they even play with their parents. As a result, many need replacement components. We made this set so that people could buy elephants, voting cards and a separate field. Plus Good friends they advised to add separate cards there so that people would be more pleasant to buy this set.

Who plays the most?

Judging by Facebook, these are people 25-35 years old, men and women are almost equally divided. Girls play more in tournaments. Maybe they like elephants.

The first game of the game begins with the fact that the men are trying to take away the pictures from the girls in order to somehow start playing, and not just look at them. Are you thinking of doing something else with these drawings?

It was planned for this year. Now we are redesigning the game website, we want to add the option to buy illustrations and print on T-shirts. There are not very many of us in the company, so if we can outsource it, we will.

Tell us about your company.

The company consists of three people. It all started like this: we got together and decided to discuss what to do. I had a certain amount of money, Timur had ideas about the Babylonian Phrasebook. We decided to do.

Timur intervenes: “It wasn't like that. He wrote to me, said that there is an awesome idea - to do naked cleaning.

Sergei continues: Ah, well, yes. Yes, the business model was ready. I thought that within the framework of the law in the Russian Federation, you can do it. Special women will come and clean the apartment naked. This is great: firstly, it is legal, and secondly, it is marginal.

Timur: "I decided to save him from the torments of hell and said: let's make another book."

Sergey: However, I still have domains for this project. And once a year reminders about it pop up. But Timur said: let's better invest in a useless book. This is how the "Conversation" was born. And then we started to implement many other crazy ideas.

Can we expect new products?

Yes. Cheerful - in lifestyle and gifts, in games - classics. For example, a recently made Flirt of Flowers from the nineteenth century.

house rules

Posted by Igor:

Imaginarium game rules for two players.

The cards are not dealt, the leader opens 5 cards from the deck. The facilitator makes an association on one of open cards. Further, the host, as confirmation, puts (number down) a token with the number of the hidden card.

The player puts his 3 tokens on the card that he thinks the leader thought of. If the player is in doubt, then he can put one or 2 tokens on other cards. Those. the player has the right to put one token on 3 cards, or 2 tokens on one card and the remaining third token on another, or all three tokens on one card.

The host opens his token, showing which card he called the association.

A whole box of creative associations!

More great game not to be found. After all, she teaches kindness and creativity. The game does not provide any hard and fast rules. They are there, but they are more creative than the rules of other games. Your imagination will enjoy the process of the game to its fullest, and you will discover new world associations.
Board game Imaginarium - amazing game to search for associations that should arise when seeing unusual pictures. They are created by creative artists who put so much meaning into them that it is sometimes difficult to guess what they wanted to say.

Associations and imagination! Intuition help!

The goal of the game is to guess as much as possible from the laid out cards those that the presenter has thought of, and get a decent number of points. Which of the players successfully coped with the task, becomes the main winner.

Why fantasize and imagine?

The host takes a card from the deck, and, having shown all the skills of fantasy and imagination, comes up with an association for it. Moreover, such that even your child or friend could not quickly guess, otherwise the whole point of the game disappears. While other players must guess and guess what kind of association you have in mind. They have time to think and then vote on what they think is the best fit. It's like a secret society of associates, but it's so fascinating...

Everyone is captivated by associations!

The board game Imaginarium is a magically associative game designed to awaken imagination and creativity in every player. Everyone in the amount from 3 to 7 players can invent, as well as guess associations. And even those who think that he has problems with his imagination or does not have it at all. This is not true. It just needs to be developed...
The game is designed for children over 12 years old and adult parents who do not want to drown in the world of everyday problems. The Imaginarium will completely immerse you in an unusual atmosphere and give you genuine emotions of joy.

The Imaginarium game is a creative hit for everyone!

It miraculously completely deprives communication barriers of communication, develops you as a person, and you will look at the world with different eyes - full of beauty .... The Imaginarium teaches you to better understand the people around you and strive for the opportunity to guess someone's thoughts and actions. The Imaginarium game is the best gift, from which positive energy emanates from the outside, and a deep and beautiful meaning of associations is hidden inside the box. She will be great family game, will surprise everyone at any holiday. It is limitless, like all associations in a box.
This is more than a game - it is a beautiful art of the game, coupled with creativity.

How to play?

  • Before the start, each player chooses an elephant of a certain color and to match the voting card. All elephants are placed on the playing field at the starting mark. The deck with pictures is shuffled and 6 cards are dealt to each.
  • Each player during the game at least once becomes the leader. He must make an association to one of his cards. Then he pronounces it out loud for his rivals, thereby laying out this card face down.
  • The rest of the players need to guess the card that the presenter made up. To do this, the host takes a card and mixes it with the cards of other players and turns it upside down. Next, the players vote and lay out a voting card with the desired number so that everyone can see it.
  • After that, the points are calculated. And according to the points scored, the players move along the playing field. The winner is the player who reaches the final mark.

What's in the box?

  • playing field;
  • 98 picture cards;
  • 49 voting cards for 7 players;
  • 7 chips in the form of flying elephants;
  • rules of the game.

If you are bored with gadgets or you just finally want to escape from them, turn your attention to board games from the category