Rules of the board game Imaginarium. Imaginarium game Imaginarium board game rules

Board game

Number of players
From 3 to 6

Party time
From 30 minutes

Game difficulty
Lightweight

This is an original and exciting board word game, focused on associations and is a domestic adaptation of the French "". Unlike the original, it is aimed at a more mature and creatively seasoned audience, thanks to its surreal style of images, making the game process more multifaceted.

The number of possible players with all the additions starts from five with one of the main sets and can reach 24 (!) people with all 4 basic sets.

Game process and goal of Imaginarium

During the game, players take turns making associations for a specific card, with the help of which other participants must guess which image is on which card they are talking about. Associations can be anything: words, gestures and pantomime, quotes, excerpts from works of art. If it helps, you can even sing the prompt.

The goal of this game is nominally to be the first to get your figure to the leading position by earning points before running out of cards. In fact, the main goal and task of pastime can be safely called the development of social skills of the people playing it, a deeper study of each other.

Board game Imaginarium: game rules

Peculiarities

Like any word game, Imaginarium is a great way to overcome your shyness and increase your communication skills, learn to understand the thoughts of those around you, and develop your own creative thinking.

All cards in this series are designed by professional designers and artists. The images used can not only be used in the game itself, but you can simply enjoy contemplating them. And individual cards can even be safely used in psychotherapeutic practice!

The Imaginarium series also has both large sets (98 cards with new associations), which can be used as self-contained games, and specialized additions of 98 cards, designed to diversify the process and refresh the feeling of boring cards:

Alternative Basic Sets:

  • Imaginarium Soyuzmultfilm - the theme for the set was cartoons filmed in the USSR. Coming up with a connection to just under a hundred frames from childhood cartoons is a task worthy of a person who thinks creatively.
  • Imaginarium Childhood - children's theme, suitable for playing with very young players. It helps a lot in developing associative thinking and imagination in children.
  • Imaginarium 3D - The main innovation in the set is stereo glasses that create a three-dimensional effect when looking at the cards. The cards themselves repeat the “Odyssey” set. True, the different structure of the cards does not allow them to be added to already purchased sets.

Additional kits:

  • Ariadne - the theme is lighter and friendlier compared to other kits.
  • Persephone is a more abstract, even contemplative theme. Suitable for experienced players.
  • Pandora - the theme of associations repeats the basic set of Imaginarium.
  • Chimera - a theme that combines mysticism and horror. The add-on is aimed at adult players.
  • Odyssey - cards are a repetition from the Imaginarium 3D set and are intended to provide an opportunity to add associations with them to an existing collection (the set has nothing in common except the name with the addition of the same name to a game of a similar kind, Dixit).
  • The road repair set is the smallest set compared to the others. It is adapted for playing on the road, having a folding field for this purpose. For “repairs,” there are elephant chips and voting tokens to replace lost or damaged ones. Three original cards with associations are a nice bonus.

The rules are the same for all sets and add-ons!

Preparing for the game Imaginarium

  • The turn order is determined by drawing one voting card. The one who drew the highest value goes first.
  • Everyone chooses a figurine (in the Imaginarium their role is played by elephants) and receives a set of voting cards of the corresponding color. All bishops are placed on the playing field, on the cloud number 1.
  • From a shuffled deck with images, each participating player is given six cards.

Progress of the game Imaginarium

The one who walks selects one from the cards with illustrations he has, lays it out face down and using any methods that come to mind (the methods can seriously be any, but without self-harm!) makes an association for this picture. The remaining players from their set of cards choose one card, according to their thoughts, that is most suitable for the said phrase, and also lay it face down on the table.

Then the leading player shuffles all the laid out cards and one by one lays them out in a line with the pattern up. Then, all participants, with the exception of the person who made the guess, vote for the card that, in their opinion, most suits the given clue. To do this, players have voting cards with numbers. The numbering of images starts from one, which begins with the leftmost picture card when viewed from the leader’s seat. Voting cards are laid out face down and voting takes place silently. Next, after the votes are distributed, the presenter turns the votes over and counts and distributes points.

  • If all players choose the correct card, then the guesser is given -3 points. Other players do not get points.
  • If no one chooses the card of the person who made the wish, then he receives -2 points. All players whose images were selected receive 1 point.
  • When everyone has guessed correctly except one, they all have the right to receive 3 points each. The person who made the guess also gets 3 points, as well as a point for each vote given for the correct choice.
  • In addition, players always receive an extra point if someone votes for their image.

From this we can conclude that the walking player needs to come up with a connection that, on the one hand, can be solved by as many players as possible, but on the other hand, it is not too easy and can be solved by everyone. The best result will be when the hidden association is solved by all but one participant.

Players use the points they earn to move their elephants onto the playing field.

The field also has special fields. If the player whose turn has come discovers that his bishop is on one of these squares, then a corresponding restriction is imposed on his association.

  • A crossword in the form of "4" is a verbal restriction on association. The number of words used must be 4.
  • Circle with "?" - the hidden association represents a question.
  • “Abibas” logo - the association must mention any well-known product or brand
  • TV - you need to associate the image with any media product that can be seen on TV. It can be films, cartoons, TV shows, as well as advertising, clips, news.
  • An open book - the association of the person who made the wish should be a retelling from a work, a story from life, or composed independently.
  • Next, all played cards are discarded, and the players are dealt a new picture from the deck. The right to move is transferred to the neighboring participant.

End of the game

The Imaginarium board game ends after all the associative cards have been used. The winner is the one whose bishop at the end was in the leading position and with the largest number of complete circles.




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Perhaps one of the most beautiful and inspiring games. Participants are immersed in the contemplation of delightful illustrations for a long time, screaming, wondering and gasping. Sometimes they get so carried away that they forget to act according to the rules, but they are quite simple and can be explained in 1-2 moves.

Purpose of the game

Get ahead of your rivals and score the most points, have fun and get to know your friends better.

Game description

The set contains 98 cards, but their number can be increased through additional sets:

The playing field has an original design. The set also includes 7 colored chips and 49 tokens of the corresponding shades. From 4 to 7 people over 16 years old can look into the world of pictures and immerse themselves in the thoughts of their opponents at the same time.

Preparation

Start the game with a pleasant procedure - choose an original chip, as well as a set of tokens of a suitable color. Their number corresponds to the number of participants. Place the figures at the start.

Remove extra cards from the deck. If you are playing:

  • in 4 – 2 pieces
  • in 5 – 23 pieces
  • in 6 – 26 pieces
  • in 7 – 0 pieces

Shuffle the deck and deal 6 cards to each participant. Select a host for a specific round. This feature will transfer throughout the game.

Progress of the game

The presenter looks at the cards. Of these, he chooses the one that evoked the most interesting association for him (complex, but preferably understandable to at least one player). He voices his thoughts. Moreover, the only limitation in choosing a phrase is imagination. In fact, you can do whatever you want: sing, read poetry, make sounds, distort words and much more.

After his performance, the presenter places a face-down card in the center. Participants find among their pictures the one that illustrates the voiced association more clearly than others, and send it to the table. When everyone has made their choice, the presenter shuffles the cards and then places them face up.

Participants carefully look at all the pictures, trying to spot the one posted by the presenter. A secret vote takes place. All players (except the leader) choose a token with a number, but do not show it to the others. On command, the signs are turned over. Points are being counted.

Determining the number of points

Moving Players

If the player guessed the leader's card, then he moves 3 cells.

If one of the opponents has marked the card of any participant, then the latter goes through the corresponding number of steps, regardless of whether he has discovered the leader’s picture.

Moving the leader

If one or more players guessed the leader’s association, then he moves 3 squares plus one for each participant.

If all players guessed the leader’s card, or, conversely, no one, his chip remains in place.

The right to represent the association passes clockwise.

Special marks on the field

These designations introduce some kind of restrictions on the free flight of imagination, knocking down arrogance and forcing players to wiggle their brains and, of course, laugh. So the association must.

The board game Imaginarium is an associative game designed to awaken the imagination and creativity in each player. Anyone from 3 to 7 players can invent and guess associations. The game does not provide any strict rules. There are rules, but they are more creative. Your imagination will thoroughly enjoy the game process, and you will discover a new world of associations.

Winged elephants and crazy illustrations.

Welcome to the world of Imaginarium! Each player will be given his own colored elephant with wings, which will smoothly fly from one cloud to another. In addition to the elephants, players will be given 6 cards with images. What exactly is shown in these pictures, most likely, even the illustrators who created them will not answer you.

How to play?


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

The secret is that the presenter needs to give such an association so that it is obvious, but not too obvious. He will receive points only if his card is guessed, but not everyone. If no one guesses correctly, his winged elephant will go 2 clouds back. If everyone guesses correctly, go back 3 clouds. If, for example, 2 or 3 people out of 4 guess correctly, the leader’s elephant is guaranteed to go forward.

In associations, you learn the most important personal things about a person, learn to understand him better and better predict the course of thoughts of different people. In a word, this thing is not only sincere, but also very, very cool in terms of developing relationships.

What is 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.

Other versions:

Imaginarium - board game

Hello, dear readers of my blog! Today I want to present to your attention an exciting and creative game with which you can develop your imagination and just have a good time. Meet “Imaginarium”!

My review of the board game Imaginarium

Game Features

This is an interesting board game that you can play for hours, if not days. Its main advantage, in addition to being exciting, is the unflagging interest in the gameplay even after the tenth or twentieth game. In addition, the advantages of Imaginarium include:

  • simple rules that can be learned directly during the game (more about the rules will be below);
  • development of creative imagination;
  • the opportunity to increase the level of interest in the game by supplementing and improving the existing rules;
  • the ability to play in groups of two to seven people;

This is not a compact card game, and therefore you won’t be able to take Imaginarium with you on a trip and play on the bus. But on the other hand, you can spend a lot of fun and interesting time with her at home, visiting, or in nature.

Game box contents

The standard version of Imaginarium, which my friends and I played, comes in the following configuration:

  • thick cardboard box with a built-in playing field. The box is quite voluminous both in height and width. The field is inside;
  • 7 multi-colored flying elephant figures as player pieces;
  • multi-colored chips with serial numbers from 1 to 7;
  • 98 cards with various images;
  • booklet with game rules and illustrations.

The game cards are quite large and bright, made of thick laminated cardboard. The images are clear and understandable, each drawing represents some action or plot. It is worth noting that the printing quality of the entire publication is excellent - neither the playing field nor the drawings on the game cards are erased or damaged during the game.

In addition to the standard cards, the set includes special ones with additional notes. They may contain an image:

  • numbers 4. The presenter must make an association consisting of exactly four words;
  • book. In this case, it is necessary to present the association to the players in the form of a short story;
  • TV. Here the presenter will have to connect his association with a famous cartoon, program, book or TV series;
  • question mark. The association is formulated in the form of an interrogative sentence;
  • logo. This mark means that the presenter must use well-known brand names of trademarks or other companies in his clue.

The decision to build the game board into the box itself may seem rather unusual, but it is very convenient. Next to the field there are compartments in which chips, cards and tokens are stored.

Rules of the game

This board game is entirely built on associations and the ability to correctly choose the appropriate definition for a specific image. Official rules recommend playing in a group of at least four people. Otherwise, spending time with a box of Imaginarium may lose its charm.

Official rules of the game:

  1. At the beginning, each player is dealt six game cards.
  2. A presenter is selected. It can be determined by a preliminary agreement between the participants or by drawing tokens from the pile. Whoever pulled out the token with the highest serial number is appointed as the leader.
  3. Each player chooses the color of the flying elephant. They are placed at the starting position of the playing field.
  4. Each participant is given voting tokens of the same color as the player's chip. The number of tokens and their serial numbers must correspond to the number of players. For example, if five people are playing, each person is given voting marks 1, 2, 3, 4 and 5.
  5. The player chosen by the host is the first to place one of the cards face down on the table and name the association that its image evoked in him. The hint can be formulated in the form of a poem, one phrase, a proverb, or a set of sounds. You can also use gestures or expressive facial expressions.
  6. Other players take turns placing one game card face down on the table, choosing the one whose image, in their opinion, corresponds to the association named by the leader.
  7. The presenter collects cards from the table, shuffles them and lays them out in front of the players from left to right with the patterns facing up.
  8. All participants except the leader try to determine his card. To do this, they lay out tokens with a number corresponding to the location of a certain card face down. By default, all images that are on the table are numbered from one to four from left to right (assuming there are 4 people playing).
  9. The presenter opens the tokens after voting and places them on the corresponding cards according to the indicated numbers.
  10. If no one has guessed the leader's card, he takes two steps back along the playing field. The rest of the players move their chips forward by the same number of moves as the number of players voted for their picture.
  11. If not all participants have guessed the leader’s card, then he follows the following formula: 3 steps + the number of players who voted for his card.

Example:

with four participants, two players voted for the leader's card, and the third gave his vote to another image. Then the presenter moves his flying elephant three main steps and then two more clouds equal to the number of participants who voted for him.

The rules also indicate a special line of conduct for presenters. They cannot:

  • take part in voting for associations;

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 there are people playing. If there are 6 people playing, you don't need card number 7.

Progress of the game

The bishops 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. Each turn, one of the players takes turns becoming the leader. The presenter makes an association on one of his cards, says it out loud and places the wished card face down on the table. The rest of the players look for one picture among their cards, which, in their opinion, best suits the hidden phrase, and places it face down on the table.

The presenter collects the cards, shuffles them and places them on the table in a line in a random order with the pattern facing up. The card on the left is considered card number 1, the next one is considered card number 2, and so on. Where you are left and where you are right is up to you to decide.

Guessing the leader's card

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

Scoring

  1. If all players have 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 awarded to players whose cards they guessed correctly.
  3. In any other case, all players who correctly guessed the card receive 3 points. The presenter gets 3 points plus a point for each player who guessed him right. 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 draws one card from the deck. The next player in order becomes the leader.

End of the game

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