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Board game "Imaginarium": rules and tips. Classic Imaginarium: rules of the game

Cytomegalovirus

« Imaginarium"is a fairly simple, but despite this very exciting game in which you need to come up with associations to the images from the box, which are rather unusually drawn. All the images were drawn by inveterate artists, perhaps even with some deviations, because of this associations - from the simplest, for example, “friendship”, “summer”, “inaccessibility”, to the most unpredictable and crazy, in the style of “This is how it should have been done” ”, “Where to laugh?”, “Chuck-chak! Run faster! ”, There may be just a bunch of them.

Description of the game Imaginarium


I took the picture out of the box, came up with an association: what's next?

Now take this card and place it face down on the table. The task of the other players is to find among their cards the one that is most similar to this association and put it next to it. Then all these cards on the table are shuffled.

I guessed! The meaning of the game is for each player to guess what I put?

You guessed wrong! If this were so, then to win the game you would only need to come up with a simple association. In order to win here, it is necessary that at least one of the players can guess your hidden card, but the best option will be if everyone but one can guess what kind of card it is.


How should you come up with associations?

If you have the opportunity, then it is advisable to complicate it and not give away the meaning, that is, try to somehow veil your thought. But this needs to be done carefully and clearly, so as to confuse some and divide opinions. Over time, it will teach you how to make riddles correctly in order to win! Once you are at ease, you will immediately feel a surge of creativity and gradually learn to understand the thoughts and even emotions of other players.

Like this??

” is one of the most “communication-promoting” games that greatly helps people remove boundaries and communicate with interest. Through associations, you will try to find out your opponent’s most personal thoughts, try to understand him better and better determine the chain of thoughts of other players. It must be said that this thing is not just soulful, but also a definite favorite among games in terms of developing relationships.

Who can I give the “game” to?

  • You can just take it home, you definitely won’t go wrong with the choice.
  • Ideal for an evening game with friends.
  • Any person who is in one way or another connected with creativity will appreciate it.
  • Are you having a party? Take with you you know what :)


What's in the game box?

A field for counting points (for convenience, it is printed directly on the box).
98 large cards with images.
49 cards with which players will vote, 7 pieces.
7 flying elephants in the form of chips for moving around the field (there are two types depending on the edition, plastic and wooden).
Rules correctly translated into Russian.

Is it worth buying Imaginarium?

Without a doubt, this board game will be a worthy addition to your game shelves. There are quite a few association games like this one, especially since the game is designed in a very high-quality and unique style. A box with a game will help you brighten up more than one day in the company of friends and, most importantly, it will help you better understand your friends and establish proper communication.

Imaginarium cards

The cards are worth mentioning separately. Further in the text there will be a story about cards, but I would like to say a few words now. Each card in is an individually drawn picture. More than a hundred different artists and illustrators worked on each illustration in the set. The images on the cards sometimes make you think and plunge into the world of fantasy and dreams. Beautifully crafted features of each picture speak of the quality of the game itself. After they fall into your hands, you want to admire and admire them!

Rules of the game Imaginarium

At the beginning of the game, each player is given a choice of bishop and several cards, which must be the same color as the bishop. According to the rules of the game, there are seven voting cards. Typically, the game requires as many cards as there are people participating in the game. For example, if you play with seven players, then card number 6 will not be useful to you.

Determining the first move in the game

First you need to decide who will start the game first. This is where voting cards come in handy. All participants take their voting cards, mix them thoroughly and draw one at random. The highest number on the card will determine the first move. In practice, nothing limits you from choosing another real way to determine the starting one. Rock, paper, scissors will work too :). The game then progresses clockwise from the starting player.

Progress of the game

  • Each player takes his bishop and places it on area 1 of the playing field.
  • The deck with illustrations is carefully mixed and from there each player is assigned 6 cards.
  • The player who goes first comes up with an association and voices it.
  • According to the rules of the game, each turn a different participant becomes the leader. The presenter makes an association based on any picture of his cards, pronounces this association out loud to the other participants and places the card he made on the table face down.

Guessing the leader's card

The main goal of the participants is to guess exactly which of all the cards on the table the presenter wished for, and to vote for it. All participants select one voting card with the required number and place it face down (the number must match the card they thought of). The presenter does not take part in the voting and does not have the right to comment on the pictures posted on the table. It is prohibited to vote for a picture that you yourself posted. When the final decision has been made by all players, the voting cards are turned over and the points received begin to be counted.

Scoring

  • According to the rules, if all players have guessed the leader’s card, then he moves his bishop 3 moves back (or to the beginning, on field 1, if he has not yet run further than 3 fields), and the other participants remain in place.
  • If no one was able to guess the leader’s card, then the leader moves back 2 moves. Plus, points are barked to players whose cards are guessed.
  • In any other situation, 3 points are added to all players who correctly guessed the card. 3 points are added to the presenter’s account and a point for each participant who guessed it correctly.
  • Each player gets one point for the other player who chose his picture.

Players move their bishops on the playing field by a number of points, which depend on the points received in the last round.

The full version of the rules can be downloaded

Imaginarium - a game for the company

A board game in which the player himself comes up with associations for various pictures while trying to discover the associations of other players. The goal and the whole point of the game is to figure out how other players thought when they made their associations. She is a great fit for the company and has gained popularity among a large number of people for her original approach to illustration.

Saw the light in 2011.

Game mechanics in the game:

  • Vote
  • Associations
  • Simultaneous actions

Additions:

Ariadne

Pandora

Chimera

Imaginarium Childhood

Publishers:

Russia - Stupid Casual

What inspired you to create?

This is a long and interesting story - it all started about a couple of years ago, one day I came across the game Dixit. I just fell in love with it and printed about 9 thousand cards for it. I played it a lot, one might say until I lost my pulse.

Where did you manage to dig up so many pictures?

There are a lot of them on the Internet and most importantly, they are all selected and selected. Mostly these cards were from the Russian-speaking population; they probably didn’t like the quality of the original ones and decided to make their own.

And you realized that you want to create them?

After some time, I thought about it and realized that if I liked these cards, then someone else must like them. A couple of years ago we started releasing our own additional sets through Triominos, and then other networks. But as soon as things got a little better, we realized that it was somehow wrong to release an addition to a game that was completely not yours, and in order to save the remnants of our karma, we decided to create our own. Still, we had slightly different game mechanics, and our scoring field was different. And the rules of the game were different. After checking the mechanism for releasing games in Russia, we realized that this is more than possible here. The main requirement was the uniqueness of the game; if the game is unique, then we are within the boundaries of the legal zone. This is how the story began.

How did you select the artists?

Social networks and the basics of crowdfunding came to my aid. The first set came from the guys from Leprozorium.ru. There are quite a large number of Russian illustrators there. We tried to choose the best with our own eyes. Further, for subsequent sets it became clear that we could not limit ourselves to one social network and we began to look for new artists in different corners. The scheme was like this: we look for and buy images.

Were there any requirements for cards for the game?

No, it's pretty hard to get an illustrator to draw 98 cards and have us all like them when they're done. The situation was like this, the illustrator showed us his database of images, which he was naturally ready to sell and we had already collected the required number for ourselves. For example, we were provided with a database of 600 images, so we selected 98 of them.

That is, some of the artists were already a little crazy from birth and all this was not drawn according to your order?

You are absolutely right, we almost always just chose, there were very rare cases when we asked the illustrator to add or remove something, but this was very infrequent.

To many of the players, or rather his cards seem a little gloomy. Why is this so?

Initially, the game was conceived for an adult audience, so we added expression and darkness, I think this added some charm to it.

Aren't you afraid that they will copy it?

Absolutely not, one might even say the opposite. If this segment of games is copied, and copied well, this will only add a spirit of competition. Healthy competition generates industry development. And if the cards are of poor quality, then you won’t have a chance to sell the game.









"Imaginarium" is a very simple and very interesting game in which you need to come up with associations to 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-chuck! Run faster!”, maybe just the sea.

So. I took the picture and 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.

Yeah, 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 should I come up with it?

If possible, it is complex and veiled, but it is clear 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 there about other people?

“Imaginarium” is one of the most magical games in the store, which is a great help in communication. 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.

Who should I give this box to?

  • Take home as a family game, a 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 is in the box?

  • Scoring field (made right on the “podium” on the box).
  • 98 large 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

“The game is great! The main surprise for me is that interest is not lost when 3 generations (16, 30-35, 55 years) 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 carefully selected; Kuznetso once described this procedure.

Sergey Abdulmanov, head of marketing

I like it because it has healthier scoring than Dixit. You want most players to guess your card, but not all.

Maxim Polovtsev, developer

First published in 2011.

Mechanics:

What other sets are there:

Publishers:

Russia – Cosmodrome Games

Psychologist's report

Date of the study: October 2014 – March 2015

Research methods:

  • Test for diagnosing independent thinking
  • Amthauer Structure of Intelligence Test
  • Toulouse-Pieron test for diagnosing attention and speed of information processing
  • Guilford Imagination Tasks
  • 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: Studying the influence of board games on the mental-cognitive processes of adolescents

Conclusion:

As part of the experimental research site, an after-school club was organized for middle and high school students. At the circle, students were invited 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 gameplay, 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
  • You 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 an average level of expression. This level is characterized by the fact that the student can understand the meaning of a schematic drawing explaining the condition of the task or the presentation of text material, but finds it difficult to translate verbal information into visual-graphic information. After the experiment, this indicator changed. The majority of students, 28.3%, have a good level of expression. This level is characterized by the fact that the child can independently use graphic material without difficulty and 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, the majority of students had either a good or weak level of expression (48.8% and 43.8%, respectively). A weak level is characterized by the fact that the child does not know how to “read” tables and does not understand the meaning of the information presented in 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 for this indicator changed significantly: less than 30% of students have a weak level of expression, 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 students had a weak level of expression, and after the experiment this figure decreased by almost 2 times, and amounted to 8.1% of students. It is also worth noting that the indicator of a good level of expression according to this criterion increased from 47.5% to 52.4% of students.

Abstract thinking

Based on the results of the initial diagnosis, the majority of students - 54.1% - have a weak level of expression of abstract thinking; after the study, the result 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 ideas) images, objects or their properties and is not yet able to isolate and operate with their relationships. The games contributed to an increase in the overall level of expression among students from a weak to an average level of expression Comparity cinema And Bet.

Figurative synthesis

Based on the results of the initial diagnosis, the majority of students - 52.4% - have a weak level of expression of figurative synthesis, and after the study the result improved significantly. A weak level of severity is noted in 40.4% of students, and the majority of students - 55.6% - have an average level of severity. Imaginative synthesis is the ability to form holistic ideas based on sequentially arriving, unsystematized, scattered or fragmentary information. Integrity arises on the basis of figurative synthesis, rather than logical structuring. It is precisely the general idea that is formed that figuratively unites all the necessary information and therefore requires further logical analysis of its comprehension. Imaginative synthesis is one of the main operations of systems thinking, which is necessary in empirical research (to comprehend diverse and scattered information), when working in new directions 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 optimal direction for further action. The games contributed to an increase in the overall level of expression among students from a weak to an average level of expression Bet And Resistance. Also, in addition to the above games, the development of this ability can be facilitated by playing Evolution .

Spatial thinking

Based on the results of the incoming diagnostics, the majority of students - 52.3% - have an average level of expressiveness of spatial thinking, 27.7% - a good level, and 4.9% - a high level of 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 images of objects and their “external” properties, but with internal structural elements. The game contributed to an increase in the general indicators of the level of expression of spatial thinking Jackal. Also, the development of this indicator can be facilitated by such games as Unicube, Bricks, Cubes for everyone, proposed by B.N. Nikitin, as well as more complex construction games 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 expression before the experiment: the majority of students 47.6% had a weak level, 29.9% had an average level, 23.5% had a good level of expression. Distribution by level of expression according to the results of the final diagnosis: the majority of students - 48.4% have a weak level of expression, 31.2% have an average level of expression, 20.4% have a good level of expression.

A weak level of independent thinking is characterized by the fact that a child can act only when, immediately before work, he receives detailed instructions on exactly how to act. If a student is told what needs to be done, but not explained how to do it, then he will not be able to complete the work. The student may not experience any difficulties. If the task literally repeats the algorithm of some activity that he completed recently. If any changes are made to the way of working, the child may no longer cope. If a child encounters any difficulties, he usually 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 are 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 level 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 diagnosis, the distribution by severity level 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 these properties are defined as flexibility of thinking, the ability to apply a variety of approaches and strategies when solving problems, the willingness and ability to consider 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.

Speed ​​of information processing

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

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

Conclusion:

During the 6 months of operation of the Game house experimental research site, over 120 teenage students aged 13-19 years took part in it. It is worth noting the overall positive impact of the experimental site on the socio-psychological well-being of students: communication with peers in an informal setting, students’ employment during extracurricular hours, finding new acquaintances among peers, relieving psychological stress, emotional relief, release of negative tension in a socially acceptable form, as well as 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?

A long wonderful story - it began about two years ago, when Dixit fell into my hands. I got hooked on the game and printed 9 thousand cards for it, and played them until I got sick of it.

Where did you find so many pictures?

There are a bunch of them on the Internet already prepared and selected directly for the game. As a rule, they are from people from Russia who liked the game, but were not happy with the quality of the cards, and made additional ones.

And you decided to publish them?

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

How did you select 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 could not limit ourselves to one social network, and then we began to attract more and more large and not very large communities of illustrators that exist. They searched there and bought images.

Was there a special task for the card?

We do not ask you to draw for us. It is very difficult to give technical specifications 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 create a set. This turns out to be 500 cards, from which we select 98 that are included in the set. We buy them back.

That is, some illustrators were so completely stubborn even at birth, and not when they worked according to your technical specifications?

Yes Yes Yes. We only select. We very rarely ask for revisions. I can count on one hand the cases where they were modified. 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 a bit dark. Why is that?

We wanted to make a mature and expressive game. We decided that we were making a game for adults, and this, it seems to me, is quite appropriate. 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 was 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?

Person 6 out of 100 with whom we work. As a rule, I 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 is a lack of additions in the children's segment. Accordingly, they have almost made the new game "Imaginarium: Childhood" a separate box, plus by the end of the year, I suppose there will be 2-3 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, 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.

Aren't you afraid that people will copy you?

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

Tell me about the elephants.

Yes, the story with the chips was interesting. Initially we decided that the chips should be wooden. No company could provide us with a product for adequate money. As a result, we found people who know how to cut plywood with a laser. The second part of the Marlezon ballet. It was necessary to find those who were ready to paint the chips. And in those days it was possible to paint only by hand. We found a company that did small woodwork. It turned out very cheap. At first we were afraid that this was a kindergarten where children paint elephants with watercolors. Then we went and saw adults painting 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). They were sorely missed, they began to decide. We had to switch to plastic, now we pour from it.

And who is the cat with the bottle in his mouth in the photo with the game?

This is one of the beautiful Lepra 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. This was about 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'll 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 cards (although for them as well). The idea was to save people from buying a new box because the game is quite expensive even for the regions. And during intense play, the cards are lost and the elephants run away. In general, the components of the most active players are no longer very good. As a result, we communicate with a lot 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 advised me to add separate cards there so that people would be more pleasant to buy this set.

Who plays the game most often?

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

The first game of the game begins with the men 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 in the plans for this year. We are currently reworking the game website, we want to add an option for purchasing illustrations and printing on T-shirts. There aren’t 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 some money, Timur had ideas about the Babylonian phrasebook. We decided to do it.

Timur intervenes: “It wasn't like that. He wrote to me and said that there was a great idea - to do naked cleaning.”

Sergey continues: Oh, well, yes. Yes, the business model was ready. I thought that it was possible to study in the Russian Federation within the framework of the law. Special women will come and clean the apartment naked. This is great: firstly, it’s legal, and secondly, it’s marginal.

Timur: “I decided to save him from the torment of hell and said: let’s make another book.”

Sergey: However, I still have domains for this project. And once a year reminders about this pop up. But Timur said: let's better invest money in a useless book. This is how the “Phrasebook” appeared. And then we started implementing many other crazy ideas.

Can we expect new products?

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

House Rules

Sent by Igor:

Rules of the game Imaginarium for two players.

No cards are dealt, the presenter opens 5 cards from the deck. The presenter makes an association using one of the open cards. Next, the presenter, as confirmation, places (number down) a token with the number of the hidden card.

The player puts his 3 tokens on the card that he thinks the presenter wished for. If the player is in doubt, he can put one or 2 tokens on other cards. Those. the player has the right to place 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 leader opens his token, showing which card he used to name the association.

Imaginarium is a card game for making associations. An indispensable game for any party.

Easy rules, bright, chaotic, mind-blowing pictures - all this will leave few people indifferent. Suitable for all ages, but if someone suddenly finds the illustrations too “adult”, then a children’s supplement has been released especially for children.

What do we see when we first look at the game?

A bright square box with a castle and a miracle tree painted on it. Inside is a stack of cards - 98 pieces, 7 playing figures in the form of flying elephants, a playing field - the sky with clouds, 49 voting cards, rules.

In general, the entire package is just pleasing to the eye. Players disassemble the elephants, place them on the first start cloud and begin their merry way.

Rules of the game.

Each person, according to the color of the elephant, is given voting cards and 6 cards face down. The first player - the presenter - chooses any of his cards and makes an association for it. Associations can be expressed in absolutely any way: a song, a word, a phrase, a gesture. Whatever your imagination can do. Having guessed, the host puts this card face down on the table. The remaining players select a suitable card for this association from their hand. Also, without showing it to anyone, you need to put it on the table next to the leader's card. All cards are shuffled. Lay out. Here begins the most interesting. Players try to guess the leader's card. Having made a choice, mark the selected card with a voting card. Also face down. Then all the numbers are opened and look at the result of the vote.

What could happen?

There are several options.

1. All players can guess the hidden card.

This is very bad for the leader. If all players vote for the hidden card, then it goes back three points. The remaining players stand still.

2. Not a single player guesses the hidden card.

This is also not the best option. Because the leader goes back 2 points.

Other options are much more interesting:

3. The presenter receives 3 points for each player who guesses his card. Those. The ideal option is to make an association so that all players except one guess it. Then the presenter will receive the maximum number of points.

4. Those players who guessed the card also receive 3 points. Plus 1 point for each player who guessed their card.

The played cards are discarded and the players take a new card from the deck. The next player makes the association.

The game ends when all the cards in the players' hands and in the deck are gone.

These are the slightly confusing rules. At first sight. Sit down to play and already in the first game you will understand everything and remember the counting system.

A huge plus in the game (deep mercy to the developers) is an interesting playing field. Clouds can be ordinary, or they can contain tasks.

If there is an image on the cloud:

Question mark– make an association in interrogative form;

Digit 4– the association must consist of four words;

Book– make an association in the form of a story;

TV– the hidden association must be somehow connected with a cartoon, television program or film;

ABIBAS logo– the association must be connected in some way with a well-known brand.

Conclusion:

Despite the fact that “Imaginarium” is considered a Russian plagiarism of the world-famous game “Dixit”, this game has gained even more popularity in our country than the original source. You can argue for a long time which option is better, where the cards are deeper and more interesting. But is it worth it? Each game is good in its own way and has managed to acquire an army of fans.

Ratings:

  • Mastering the game - 95 POINTS
  • Game mechanics - 70 POINTS
  • Plot and atmosphere - 60 POINTS
  • Ease of play - 70 POINTS
  • Quality and design - 80 POINTS
  • The resulting fun is 95 POINTS

TOTAL - 79 POINTS

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.

Imaginarium is a very simple and very interesting game in which you need to come up with associations to unusual pictures from the box. 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. To win, you need to ensure that at least one person guesses your card, or better yet, everyone but one.

If possible, it is necessary to come up with associations in a complex and veiled way, but it is clear that opinions will be 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.

Imaginarium is one of the most magical games that 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 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.

The Imaginarium is simply created for friendly gatherings in the evenings. This is a wonderful gift for any creative person. It can be played at parties.

Equipment:

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

  • Reviews for the board game Imaginarium Promotion!

    Anastasia

    Delivery is fast. I really liked the game, although the price is high for a cardboard game (in a budget version, you could limit yourself to one field, without a large box, which is also designed for 4 additional decks in fact)) additional decks are needed for replacement, since the cards wear out quickly, It would be nice to add 1-4 more chips to the supplement for sure)) In general, the idea of ​​the game itself is a bomb, and is designed stylishly, creatively and with humor.

    Answer: We are glad that you liked the game) In general, we agree with your opinion, especially regarding additional chips and voting cards, we ourselves often play in a large company and have long made additional chips ourselves) But unfortunately, this is the bane of most party games, where can be played by a large number of people) As for the additions, first of all, they are needed to keep the game constantly new and interesting, because each new deck of cards is a whole world of incredible illustrations! By the way, the game is not unique in its kind, pay attention to the French original Dixit! The game itself is even more expensive than the Imaginarium, but you don’t have to buy the basic set at all, there are also many add-ons for Dixit, by purchasing which you can safely play the Imaginarium with them, because the whole point is in the cards with pictures) And of course, do not pass by the game Mysterium, where the game of association goes to a completely different level)

    Vsevolod

    The game is worth the money if you play 4 or more. Special thanks for the fast delivery.

    Answer: And even better with extras! As for the number of people agree, the best option is to play with a company of 4-6 people)

    Natalia

    The games are very fun, suitable for everyone (children from 4 years old, families, adults of different ages, groups). The more people play, the more fun and interesting it is to learn the thought process of individual people.... The cards are all excellent, 18+ is a little dark, but with some filter (-20 cards) they are suitable for 14+. Cards can be changed from different sets. There is only one minus: chips with numbers quickly deteriorate because they are cardboard. It is possible, as an option, to release plastic numbers in a road repair kit - although it will be more expensive, but more durable.

    Answer: We're glad you liked the game) As for the cards, really, you just have to personally filter what you want to show your children and what not. Because children play many games much earlier; the same classic Imaginarium is played by children 10 years old and younger. Regarding cards, in the vast majority of board games, cards and chips are made of cardboard; plastic is extremely rare.

    Sergey

    Interesting game. High-quality printing. Everyone liked it. SDEK fixed it and damaged the box (

    Answer: Glad you liked the game! Please note that there are many additional decks for this! With them you won't get bored with the game for a very, very long time. As for SDEK, it is necessary to check its integrity upon receipt of the goods and if something is wrong, they have special forms that must be filled out and all violations recorded. Games leave us in perfect condition and SDEK is responsible for them.

    Konstantin Filitov

    Association games are always VERY cool, each person comes up with their own and you need to at least know the person for the game to be fun and exciting. But the more often you play this game, the more interesting it seems, due to the fact that the group of players MUST be changed, and the cards are repeated TOO often and already by the third game the player becomes not interested. I wouldn’t say it’s interesting to play with three or four players either, since it’s very easy to study the thinking of your opponents. It’s best to play this game with six or seven players, then the game seems MAXIMUM full-fledged, but the price seems VERY overpriced to me. In my personal opinion, it is better to play "MYSTERIUM"

    Answer: That is why add-ons are constantly being released for this game, each of which a new deck of cards is three times cheaper than the starter kit with the game. Additions, by the way, can be mixed with each other and introduce new rules into the game that would limit associations. In this game, everything is limited only by your imagination, because for each of the cards you can come up with at least 5-6 obvious associations and a dozen more difficult) By the way, we recommend that you pay attention to the games Emotional Intelligence and Empathio, maybe they will also interest you

    Tatiana

    I really liked the game! Even my five-year-old daughter played with us and took second place))) A high-quality beautiful and exciting game, I highly recommend it! The work of the site and the courier service also pleased, so we will order more (and we are big fans of board games, we already have a large collection). Thank you, success and prosperity to the site!

    Anna

    The game is wonderful!!! From the first minute it became interesting as soon as the cards were distributed....the quality is super! , so do children)))) very addictive, I recommend it!

    Answer: 16+ due to mention of smoking. There is a girl smoking in the picture. In general, about many games on which 16+ is written, we can safely say that the age limit is 12+, or even 8+. The cartoon "Just you wait" is also now 16+ and you can show it after 10 pm, because the wolf smokes, drinks beer with roach and champagne or cider in one of the episodes.