How many cards are there in the imaginarium? Game mechanics in the game

"Imaginarium" is a 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 associations range from the simplest, like “love”, “winter”, “principle”, 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 most suits the voiced association and place 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 that easy, the simplest association would allow you to win. But to win, you need to make sure that at least one person guesses your card, or even better, everyone except 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. Once you start playing, you will quickly understand how to do it correctly. Immediately after this you will feel a rush creativity and increasing 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 his thoughts. 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 maps with pictures.
  • 49 voting cards for 7 players.
  • 7 flying elephants for moving around the field (depending on the edition, they are wooden or plastic).
  • 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 old) of players are sitting at the table at the same time. The associations are only getting better :) 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 to assess divergent thinking
  • Test for the study of intellectual lability

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

Conclusion:

As part of the work of the experimental research site, an after-school club was organized for middle and senior students schooling. 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 beginning 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 dynamics according to various indicators 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 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 have 28.3% good level expressiveness. 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

As a result primary diagnosis The majority of students - 54.1% - have a weak level 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. Promotion general level expression among students from weak to medium level of expression was facilitated by games 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. Figurative synthesis is one of the main operations of systemic thinking, which is necessary in empirical studies(to comprehend diverse and disparate 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 actions. 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 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 images of objects and their “external” properties, but with internal ones structural elements Promotion general indicators the level of expression of spatial thinking was promoted by the game 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 the child can act only when, immediately before work, he receives detailed instructions 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 break out of habitual thinking patterns and look at the situation in a new way. "He is convinced" that every task has only one correct solution. Always aiming to find it correct result, does not know how to try and vary various options decisions, activity algorithms. Play can help develop divergent thinking Abracadabra, Nefarious.

Speed ​​of information processing

It is worth noting the significant positive changes in this quality that were identified during the experiment. According to the results of the incoming diagnostics, 41.1% of students had a weak level of severity. After the experiment, a weak level of expression remained in 35.5% of students, and the majority of students - 42.7% - had a good level of expression. Games contributed to the development of information processing speed skills 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% - pathological 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 general positive influence experimental site both 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, the release of negative tension in a socially acceptable form, and the positive influence of tabletop games on various mental-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?

On the Internet there are a bunch of already prepared and selected ones 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's very hard to give 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 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, here’s a mini-illustration: we held a Chimera tournament, and the turnout was very a strange man. Two meters tall, with loose hair, wearing 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, of 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, we first collect pictures into a set, and then see who it is. True, there are, of course, people who draw for fashion magazines- their handwriting is recognizable from just a couple of strokes, it’s 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, we are almost done new game“Imaginarium: Childhood” in a separate box, plus by the end of the year, I assume, there will be 2-3 more additional sets of cards.

Supplement every six months?

It's hard to judge. We were faced with the fact that we couldn’t find high-quality illustrations, they were 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 is 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 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 where we couldn’t 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 on short leg using Photoshop on a regular photo with our elephants, we made a collage with a cat with a skittle 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 the pin and why don’t you supply it, because it’s 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 cannot be obtained except by purchasing it. How many people do you think would do this just for the collector's 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 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 would have the opportunity to buy elephants, voting cards and a separate field. Plus Good friends They advised us to add separate cards there to make it more pleasant for people 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. They will come special women 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 based on 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.

The biggest stress when buying a new game is having to wade through the intricacies of the rules. In Imaginarium, the developers approached the description of the rules with special love and talked about them in such a way that anyone can understand them in five minutes.

Start

Each player chooses a bishop and voting tokens of the same color. There are a total of 7 tokens in the game. You need to take as many as the number of people participating in the game. If 5 people play, then 5 tokens.

Progress of the game

  • The bishops of all players stand on the field on a cloud with the number “1”
  • The deck of cards is shuffled and players receive 6 cards.
  • One player becomes the leader and comes up with an association. Next, the leader becomes next player clockwise.

The presenter comes up with an association with one of his cards, says it out loud and places it face down on the table.

Special Fields

There are special fields on the playing field that impose conditions on inventing associations:

the association must contain exactly four words
the association must be made in the form of a question
the association must be with famous brand, its slogan or commercial
the association must be related to a film, cartoon or program
the association is made through a story

You can use these restrictions in the game, ignore them, or, conversely, introduce them as the basis for all your associations.

After the Leader has made an association, all players look among their cards for a phrase that matches the hidden phrase and place it face down.
The presenter takes all the cards, mixes them and lays them out in a line on the table. The card on the left is numbered 1, the next one is numbered 2, and so on.

Guessing the leader's card

The players' task is to guess which card the Host has wished for and vote for it. The host does not participate in the voting round.
When the player has made his choice, he gives the leader a token with the card number, so that no one can see the number.
Once everyone has voted, the tokens are revealed and points are awarded.

Scoring

  • If all players have guessed the leader's card, then he goes 3 moves back (or to field 1, if he has not yet advanced beyond the third field), and the rest of the players stand still.
  • If no one guessed the leader's card, then the leader goes 2 moves back. Plus, players whose cards they guess correctly get points.
  • 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 bishops the given number of steps.

End of turn

At the end of the turn, players draw one card into their hand so that at the start of the next turn each player has 6 cards.
If the cards in the deck run out, then the players continue to come up with associations until the last card.

End of the game

The game ends when the players run out of cards. Even if you jumped around the field for the second circle with your bishop.

Game with different number of players

Depending on the number of players, the number of cards in the deck changes:

  • 7 people - 98 cards
  • 6 people - 72 cards
  • 5 people - 75 cards
  • 4 people - 96 cards

If there are more than seven players, you can break into teams and come up with collective associations.

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 new world 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 his own bishop 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"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-chuck! Run faster!”, there may be just a bunch of them.

Description of the game Imaginarium


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

Now we 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. Next, all these cards are shuffled on the table.

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

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 most the best option It will happen 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 maps 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 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. The beautifully crafted features of each picture speak about the quality of the game itself. Once they fall into your hands, you want to admire them 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 are playing 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 definitions of the starter. 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 given to players whose cards are correct.
  • 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?

It's 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 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's quite a large number of Russian illustrators. 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.









Nowadays you can buy a lot of games for your company in the store, but which one will develop your imagination? To have an interesting and useful time, try out the entertainment, which has various options and names: the Association board game, Casual Stupid, Imaginarium, Imaginarium Odyssey, or the Imaginarium 3D game. What are the features of the game?

Rules of the game in Imaginarium

The box contains:

  • gaming “cloud field”;
  • cards with pictures – 98 pcs.;
  • flying elephants – 7 pcs.;
  • tokens with numbers, different colors, 7 pieces of each.

Board game rules:

The game Dixit is similar to this entertainment, but the task is slightly different.

Each player is given tokens and bishops of the same color. If in board game Imaginarium is played by 6 people, then you will need tokens from 1 to 6.

At the beginning of the game, place the flying elephants on the start cloud, shuffle the deck, give each person 6 cards, and place the rest in the center of the field face down.

The game deck is formed in accordance with the number of people playing:

Progress of the Imaginarium

The first leader is selected as follows: mix the tokens with different numbers and without looking, pull out - who has it? greatest number, he starts the fun. Next, the role of the leading player is transferred at each turn to the next participant in a clockwise direction. The first move is for the leader, he pulls out a card from his mini-deck, places it in the center of the table with the closed side and says his association. In the form of an association it can be: a word, poetry, a song, a set of sounds, famous aphorism, proverb, gestures, facial expressions.

Answer options

When revealing an association, the leader is guided only by his own imagination, unless his bishop is placed on a special cloud. The rest of the players lay out from a number of their cards one that more accurately matches the leader’s association, and lay it out face down next to the leader’s card. The first player mixes all the pictures and arranges them in a row with the pictures up from left to right.

Revealing the leader's card

At this stage, the first player does not participate. The main task at this moment is to guess the leader’s card. Participants choose a token with their version number and place it in front of them. digital designation down. You cannot choose your own picture. Once all players have made a decision, the digital tokens are flipped over and placed on the corresponding cards for easy counting.

Advancing through the field of flying elephants and ending the turn

If the card of the first participant is guessed by everyone, then he returns the bishop three steps back or to the zero cloud if he has not yet reached the third cloud. The rest advance a number of moves, which is equal to the number of people who chose their cards. In other cases, the bishops of all players, including the leader, move three steps forward and a number of steps equal to the number of those who rated his card as correct. When the turn is over, the cards are discarded, and each player is given 1 picture from the deck until it ends. The role of the leader moves clockwise.

Board game Imaginarium: special fields

There are also special icons on the playing field that limit the leader’s association. These marks indicate:

  1. Number 4. You need to express your imagination in describing the resulting drawing in only 4 words.
  2. Question mark. You need to formulate your own association in the form of a question.
  3. Logo. Connect your guesses with the brand, brand, its logo, slogan.
  4. TV. You need to associate the clue with a cartoon, movie, series, or TV show. You can complicate the task and somehow connect the pictures with releases of Soyuzmultfilm only.
  5. Book. Present a story or story as a clue.

End of the game

The Imaginarium board game ends when the entire company has sold out of cards in their personal mini-decks. The winner is the player whose bishop is the furthest on the field. If some elephant has reached the last cloud, then send it to the second circle and mark it somewhere. This is necessary in case the player turns out to be the strongest and will go around the circle faster than others.

How to diversify classic version

What ideas can be implemented to change the entertainment process:

  1. The game can end when one of the bishops lands on cloud 39.
  2. You can play endlessly if you wish: the deck is over - the garbage is mixed and the deck is formed again.
  3. You can come up with your own restrictions on associations: if a film, then “Love and Doves”, “Odyssey”, “ Love affair at work" or any other. If a book, then any one that the whole company has read. You can set associations of a couple of words or just stories.
  4. If there are more than 7 people, then join in pairs.
  5. To freshen up the game if you've been playing it for a long time, draw your own cards or buy additional ones.

How to play Imaginarium with two or three players

The game is designed for at least 4 people, but what if there are two or three of you? There is a way out: for 3 players, the presenter needs, in addition to his association, to draw another card from the deck in order to confuse the other players. The remaining participants also lay out 2 cards. If there are 2 players, the leader takes out 2 additional cards from the deck in addition to his own, and the second participant lays out three. Then both make moves and draw from the deck.

Price for the board game Imaginarium

You can buy such a toy for a company in an online game store, online on the official website. The game will be well thought out and will not require time to create cards yourself. You can also find Imaginarium on the shelves of regular stores, shopping centers, in the department of entertainment and all kinds of toys, catalogs of supplies to such stores. The price is quite affordable and varies depending on the type of game: 250 rubles for children, from 750 to 3500 for adults.

Find out what you can come up with.

Video: picture association game Imaginarium childhood