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UKRAINIAN ART ASSOCIATIONS GAME THAT TRULY UNITES!

Board game developed by famous Ukrainian illustrators

GUESS THE ASSOCIATION TO ILLUSTRATION ON THE CARD THAT ANOTHER PLAYER THOUGHT OF AND VICE VERSA

SO, WHAT IS THE IDEA OF A GAME?

The main essence of the game is to guess the association to the illustration on the card, which was made by another player. And in the reverse order - to guess the association to your card, and other players - guess. Additional sets, chips, feats, as well as unique rules will diversify the gameplay.

SUITABLE FOR THOSE WHO:

Want to boost their imagination

Love fun

Love spending time in noisy get-togethers with friends

Care about family values and family time

Love the spirit of competition

Are interested in psychology and want to get to know their folks better

Want to build relationships with colleagues and close ones

Value quality and aesthetics in everything

GAME INCLUDES:

1

FLEXIBLE MAGNETIC FIELD

100

UNIQUE GAME CARDS

with illustrations of famous Ukrainian artists
6

MULTI-COLOR MAGNETIC "PICTORICS"

player counters
6

COLORED DICE

2

INSTRUCTIONS WITH GAME SCENARIOS

"In the open" and "closed" game

MEET "PICTORICS"

At the start of the game, each player chooses a pair that he wants to play with
There is a die of the corresponding color for each "pictoric"

WHAT AND WHERE ON THE GAME FIELD?

SECTORS FOR CARDS

GAME FIELD

ORANGE FORFEITS

Orange forfeits. What is it?
The game can be more unpredictable if you add a moment of surprise and luck. That's why there are orange forfeits.


Before the start of the game, the players agree whether they will use the magic of orange forfeits or not.


If you choose a game with forfeits, then before the beginning of each turn the player who becomes the Leading player rolls his die. If, for example, "6" rolls out on the die, then the forfeit action, which is located on the playing field next to the sector under the number "6", is carried out.


If a "3" rolls out on the die, then the forfeit located next to the sector with the number "3" is carried out etc.
1 "PICTORIC"
1 DIE
+

MEANING OF ORANGE FORFEITS

LUCKY
The Leading player additionally makes a move with his "pictoric" forward. The number of steps is determined by using a die.
SLIGHTLY UNLUCKY
The leading player additionally makes a move back. The number of steps is determined by using a die. If this is the first move in the game, it just remains at the start.
OOPS!
The move proceeds to the next player.
TOTAL SILENCE
The leading player makes his association without the help of words and sounds (gestures, facial expressions, etc.).
REALLY LUCKY IF...
The points received by the Leading player after the vote are multiplied by two. If "0" points are received, he remains in place.
ASSOCIATION "ON THE TOPIC"
The player who plays next after the Leading player clockwise gives the Leading player the topic within which the Leading player must make an association to the card.
When playing "In the open"
2 options of the Leading player's choice:

1. Replace two cards.

Any of the players blindly withdraws two cards from the Leading player, throws them off, replacing them with the top two cards from the deck. Thus, the choice of prepared associations of the Leading player for the next move is reduced.

2. Miss a turn.

The move proceeds to the next player, thereby leaving the Leading player able to save his cards.


When playing "closed"

RULES OF THE GAME

There are several scenarios that add interest to the gameplay.

GAME "IN THE OPEN"
"CLOSED" GAME

LEADING PLAYER

Each turn of the game, one of the players in turn becomes the Leading player.

HOW TO PLAY

Before the start of the game, the players choose the first Leading player and agree whether they will use the magic of orange forfeits or not.

CHOOSING THE LEADING PLAYER FOR THE FIRST TIME:

All players roll their dice onto the table. Whoever gets the most points, becomes the first Leading player.

If several players get the same number of points at the same time, they continue to roll the dice among themselves until the first Leading player is determined.

GAME BEGINS FROM POSITION "1" ON THE FIELD

All cards are shuffled. Leading player distributes 6 cards from the deck to each player and lays out his 6 cards in sectors from 1 to 6, indicated on the playing field, with illustrations up ("opens" his cards) and makes an association for only one of them.
Having made an association, the Leader puts his die with that face up, which corresponds to the number of the sector where the card meant by him is located, and so far does not show the other players the correct answer.
This is done before the vote, in order to avoid tricks on the part of Leading player with the substitution of the correct answer after the general vote.
The Leading player's goal is for his card to be guessed, but by as few players as possible.

VOTING

Everyone votes in dice, putting up the face of their dice with the sector number, under which, in their opinion, the card meant by the Leading player.

After all the players vote, the Leading player shows the face of his dice with the correct answer.

SCORE

IF NO ONE GUESSED THE LEADING PLAYER'S CARD:
- everyone gets "0" points.
IF EVERYONE GUESSED THE LEADING PLAYER'S CARD:
- everyone gets "2" points, and the Leading player - "0" points.
FOR OTHER RESULTS:
- The Leading player receives the number of points corresponding to the formula: 6 - X (where X is the number of players who guessed the Leading player's card);

- each player who guessed the Leading player's card, gets "3" points;

- the one who did not guess the Leading player's card receives "0" points.


Players move their "pictorics" across the field by the number of cells corresponding to the number of points received per game round.

TRANSITION OF TURNS

6 Leading player cards are discarded and the move proceeds to the next player.
The game goes clockwise. The next Leading player repeats the same thing.
When the cards end in the deck, they are taken out of the discard, shuffled well and come back into the game.

END OF THE GAME

The winner is the player whose "pictoric" first reached the "PICTORICBOX" sector in the center of the playing field.

LEADING PLAYER

Each turn of the game, one of the players in turn becomes the Leading player.

HOW TO PLAY

Before the start of the game, the players choose the first Leading player and agree whether they will use the magic of orange forfeits or not.
CHOOSING THE LEADING PLAYER FOR THE FIRST TIME:
All players roll their dice onto the table. Whoever gets the most points, becomes the first Leading player.

If several players get the same number of points at the same time, they continue to roll the dice among them until the first Leading player is determined.
GAME BEGINS FROM POSITION "1" ON THE FIELD
All cards are shuffled. Each player receives 2 cards. The Leading player takes the top card from the deck, provides an association to it and puts it on the table face down (it is important not to show the card to the other players).
Other players choose among their cards the one that most closely matches the association of the Leading player's idea, and put it on the Leading player's card face down.
It's important not to show your card to anyone.
Then all these cards are shuffled and laid out in sectors indicated on the playing field, face up.
VOTING
Everyone votes in dice, putting up the face of their dice with the sector number, under which, in their opinion, is the card meant by the Leading player.

After all the players vote, the Leading player shows the face of his die with the correct answer.


SCORE

IF NO ONE GUESSED THE LEADING PLAYER'S CARD:
IF EVERYONE GUESSED THE LEADING PLAYER'S CARD:
- everyone gets "2" points, and the Leading player - "0" points.
FOR OTHER RESULTS:
- The Leading player receives the number of points corresponding to the formula: 6 - X (where X is the number of players who guessed the Leading player's card);

- each player who guessed the Leading player's card receives "3" points;

- Whoever has not guessed the Leading player's card receives "0" points;

- each player who was not the Leading player in the game round, but whose card was voted for by other players, receives a "1" point for each vote in favor of his card.
Players move their "pictorics" across the field by the number of cells corresponding to the number of points received per game round.

TRANSITION OF TURNS

At the end of the turn, all the cards played in the round are discarded.
All players, except the Leading player, get one new card from the deck.
Players who guessed the Leading player's card, receive one additional card, thus increasing the choice of associations for the next turn. The maximum number of cards on the hands of one player is 8 pcs.

END OF THE GAME

The winner is the player whose "pictoric" first reaches the "PICTORICBOX" sector in the center of the playing field.
The game goes clockwise. The next Leading player repeats the same thing.
When the cards end in the deck, they are taken out of the discard, shuffled well and come back into the game.
Important! You cannot vote for your own card on purpose.
- each player who was not the Leading player in the game round, but whose card was voted for by other players, receives a "1" point for each vote in favor of his card.

YOU CAN CHOOSE AN ADDITIONAL SET OF CARDS

with unique thematic illustrations, with the help of which you can increase the number of game cards and the number of players.

Each set is +1 person.

+50 THEMATIC CARDS
+ 1 MAGNET PLAYER COUNTER
+ 1 DIE

(with the scenario of the game "in the open")

GAMES ILLUSTRATIONS MAY BECOME A PART OF YOUR INTERIOR

Any illustration from the catalog can become a part of your interior in the form of a decorated poster framed under glass or a paper poster.

ENJOY BRIGHT EMOTIONS TOGETHER WITH PICTORICBOX!

Buy it at a bargain price while you still can :)

999 UAH
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THE GAME IS BECOMING MORE AND MORE POPULAR THROUGHOUT UKRAINE

people are already playing PictoricBox, including many bloggers