TIMI BOARD GAMES

Board games

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15 GAMES

What shall we play?

Open any game for the full rules.

15 games

TIMI's copy of Amazing Roulette18+

Amazing Roulette

2–6 players10–20 minEasy
Open rules

HOW TO PLAY

Amazing Roulette

Place a finger on the unit and wait to see who receives the mild random pulse.

TIMI character explaining the game rules
Players2–6 playersTime10–20 minLevelEasyReadingNo reading
Before you startSet up the game and agree on any house rules
  • Insert the batteries and place the unit on a stable, dry table.
  • Everyone must have dry hands and remove rings or other metal jewellery.
  • Do not play if you have a heart condition, an implanted electronic device, epilepsy, are pregnant or feel unwell.
How a round works4 steps to get started
  1. 01Choose a mode

    Select Lucky or Roulette mode according to the markings on the unit.

  2. 02Place one finger

    Each player rests one finger on a separate contact point.

  3. 03Start

    Press the button, keep still and wait until the lights or sound finish.

  4. 04Record the result

    The selected player accepts the result, then the next round begins.

How to winWhen the game ends
  • This is a random reaction game, so it does not need a winner.
  • For a short match, end the game when one player has been selected three times.
First gameStart faster and avoid common mistakes
  • Use only the unit’s original mild feedback. Never modify it.
  • Keep the unit well away from drinks and wet areas.
Rule reference: Product instructions and TIMI's simplified safety rulesBook a table
TIMI's copy of Halli Galli Family

Halli Galli Family

2–6 players10–20 minEasy
Open rules

HOW TO PLAY

Halli Galli Family

Turn over fruit cards and hit the bell when the visible cards meet the target.

TIMI character explaining the game rules
Players2–6 playersTime10–20 minLevelEasyReadingLittle
Before you startSet up the game and agree on any house rules
  • Put the bell in the middle where everyone can reach it.
  • Shuffle and deal the cards evenly, face down. Do not look at them in advance.
  • TIMI house rule: ring when the visible cards show exactly five of the same fruit.
How a round works4 steps to get started
  1. 01Turn over a card

    On your turn, flip your top card away from you and place it face up in front of you.

  2. 02Watch together

    Only each player's top visible card counts.

  3. 03Hit the bell

    When one fruit totals exactly five, the first player to ring collects all face-up piles.

  4. 04Wrong ring

    If you ring when the condition is not met, give one card to every other player.

How to winWhen the game ends
  • A player with no draw pile keeps their face-up pile until the next turn; if they still have no cards then, they leave the game.
  • The last player with cards wins, or the player with the most cards when an agreed time limit ends.
First gameStart faster and avoid common mistakes
  • Flip cards outwards so you do not see them before everyone else.
  • For the first round, practise with only two types of fruit.
Rule reference: Classic Halli Galli rules adapted to this fruit editionBook a table
TIMI's copy of Crocodile Dentist

Crocodile Dentist

2+ players5–10 minVery easy
Open rules

HOW TO PLAY

Crocodile Dentist

Press one tooth at a time. The player who makes the crocodile snap loses the round.

TIMI character explaining the game rules
Players2+ playersTime5–10 minLevelVery easyReadingNo reading
Before you startSet up the game and agree on any house rules
  • Place the crocodile in the centre of the table and open its mouth.
  • Keep fingers dry and faces away from the mechanism.
  • The trigger tooth changes each round, so there is nothing to select in advance.
How a round works4 steps to get started
  1. 01Choose one tooth

    On your turn, choose one tooth that has not yet been pressed.

  2. 02Press gently

    Use one finger and press the tooth down without shaking the toy.

  3. 03Safe turn

    If the mouth stays open, play passes to the next person.

  4. 04Snap

    When the mouth closes, the round ends. Open it again to reset.

How to winWhen the game ends
  • The player who triggers the snap loses the round.
  • For a five-round match, the player who triggers it least often wins.
First gameStart faster and avoid common mistakes
  • Never put several fingers or another object in the mouth.
  • A light press is enough; no force is needed.
Rule reference: Product mechanism and standard playBook a table
TIMI's copy of Werewolf

Werewolf

6–12 players30–60 minMedium
Open rules

HOW TO PLAY

Werewolf

The village must identify the werewolves before the wolves equal the rest of the survivors.

TIMI character explaining the game rules
Players6–12 playersTime30–60 minLevelMediumReadingConversation-heavy
Before you startSet up the game and agree on any house rules
  • Choose one moderator, who runs the game but does not belong to either team.
  • A good eight-player beginner set is 2 werewolves, 1 seer, 1 doctor or witch, and 4 villagers.
  • Everyone checks their role in secret and keeps the card hidden.
How a round works4 steps to get started
  1. 01Night falls

    The moderator asks everyone to close their eyes and stay quiet.

  2. 02Night actions

    The wolves choose a target, the seer investigates, and the doctor or witch acts according to the agreed rules.

  3. 03Day discussion

    The moderator announces the night result. Surviving players discuss, accuse and defend themselves.

  4. 04Vote

    Everyone votes at the same time. The player with the most votes leaves the game, then night begins again.

RolesKnow your role before the game starts
Moderator

Wakes roles in a fixed order, records their choices and announces results without giving clues.

Werewolves

Choose one target together at night, then hide their identity and influence the vote by day.

Seer

Checks one player each night; the moderator reveals only whether that person is a werewolf.

Doctor / Witch

Protects or saves a player according to the agreed version. Use only one healing role in the first game.

Villagers

Have no night action and rely on discussion, voting patterns and changing information.

How to winWhen the game ends
  • Village team: every werewolf has been eliminated.
  • Werewolf team: the number of surviving wolves equals the number of all other survivors.
First gameStart faster and avoid common mistakes
  • Keep special roles to a minimum in the first game.
  • Limit each speech to about one minute.
  • Eliminated players must not speak or reveal their role.
TIMI's copy of Go

Go

2 players20–90 minAdvanced
Open rules

HOW TO PLAY

Go

Take turns placing stones to surround more territory than your opponent.

TIMI character explaining the game rules
Players2 playersTime20–90 minLevelAdvancedReadingNo reading
Before you startSet up the game and agree on any house rules
  • Black plays first. Place stones on intersections, not inside the squares.
  • Beginners should use a 9×9 or 13×13 area; the full board is 19×19.
  • Once placed, a stone normally does not move.
How a round works4 steps to get started
  1. 01Place one stone

    On your turn, put one stone on an empty intersection.

  2. 02Connect

    Same-colour stones touching horizontally or vertically form one group.

  3. 03Count liberties

    The empty adjacent intersections are liberties. A group with no liberties is captured and removed.

  4. 04Pass

    You may pass instead of playing. The game ends after both players pass consecutively.

How to winWhen the game ends
  • Agree in advance whether to use area scoring or territory scoring.
  • For a beginner game, compare surrounded empty points and living stones; the larger total wins.
First gameStart faster and avoid common mistakes
  • You may not immediately recreate the exact previous position; this is the ko rule.
  • In the first game, focus on connection, liberties and capture rather than complex life-and-death problems.
TIMI's copy of Chess / Checkers / Backgammon

Chess / Checkers / Backgammon

2 players20–60 minMedium
Open rules

HOW TO PLAY

Chess / Checkers / Backgammon

Three classic two-player games in one box; choose the board you want to use.

TIMI character explaining the game rules
Players2 playersTime20–60 minLevelMediumReadingNo reading
Before you startSet up the game and agree on any house rules
  • Choose chess, checkers or backgammon and turn to the correct board.
  • Set up the matching pieces as shown on the board; do not mix the three sets.
  • Checkers has the shortest rules and is the easiest first choice.
How a round works4 steps to get started
  1. 01Chess

    Move each piece according to its rule and aim to checkmate the opposing king. A king may never move into attack.

  2. 02Checkers

    Move one square diagonally. Jump over an adjacent enemy piece to capture it, continuing if another capture is available.

  3. 03Backgammon

    Roll two dice, move your checkers and be the first to bring all fifteen into your home board and bear them off.

  4. 04Choose a short first game

    If nobody knows the rules, start with checkers and follow the steps on this page.

How to winWhen the game ends
  • Chess: checkmate the opposing king.
  • Checkers: capture all opposing pieces or leave the opponent with no legal move.
  • Backgammon: be the first to bear off all fifteen checkers.
First gameStart faster and avoid common mistakes
  • The three games use different rules; confirm the board before setting up.
  • In chess, look up castling, promotion and other advanced cases only when they occur.
Rule reference: Standard rules for the three classic gamesBook a table
TIMI's copy of You Feeling Lucky18+

You Feeling Lucky

2+ players10–30 minVery easy
Open rules

HOW TO PLAY

You Feeling Lucky

Spin the arrow; whoever it points to completes the agreed action for that round.

TIMI character explaining the game rules
Players2+ playersTime10–30 minLevelVery easyReadingLittle
Before you startSet up the game and agree on any house rules
  • Place the spinner on a stable table and put the glass in the centre.
  • Everyone taking part must be of legal drinking age.
  • Alcohol-free drinks are welcome. Never pressure anyone or use repeated shots of spirits.
How a round works4 steps to get started
  1. 01Add a drink

    Use a small amount and keep the spinner and table dry.

  2. 02Sit around the spinner

    Agree before starting that anyone may skip a turn.

  3. 03Spin

    The current player spins the arrow gently and waits until it stops completely.

  4. 04Complete the turn

    The selected person may take a small sip, do the agreed challenge or choose a non-alcoholic alternative.

How to winWhen the game ends
  • This is a party prompt, not a competition.
  • Anyone may skip a turn or leave the game at any time.
First gameStart faster and avoid common mistakes
  • Do not share one glass between several people.
  • Never drive after drinking.
  • Stop immediately if you feel unwell.
Rule reference: Product instructions and TIMI's responsible-drinking rulesBook a table
TIMI's copy of Shot Spinner18+

Shot Spinner

2+ players10–30 minVery easy
Open rules

HOW TO PLAY

Shot Spinner

Spin the unit; the person it points to completes the agreed action for the round.

TIMI character explaining the game rules
Players2+ playersTime10–30 minLevelVery easyReadingNo reading
Before you startSet up the game and agree on any house rules
  • Place the unit on a stable table with the glass in the centre.
  • Everyone taking part must be of legal drinking age.
  • Prefer alcohol-free drinks or small sips.
How a round works4 steps to get started
  1. 01Prepare your own glass

    Each person uses a separate glass; do not share.

  2. 02Spin

    Take turns spinning gently without pushing or pulling the table.

  3. 03Wait for the result

    Do not call the result until the unit has stopped completely.

  4. 04Continue or skip

    The selected person may complete the agreed action or simply skip it.

How to winWhen the game ends
  • There is no winner, loser or penalty.
  • The game is only for atmosphere and may end at any time.
First gameStart faster and avoid common mistakes
  • Never link drinking to pressure, punishment or competition.
  • Avoid repeated spirits and never drive after drinking.
Rule reference: Product mechanism and TIMI's responsible-drinking rulesBook a table
TIMI's copy of The Simpsons Monopoly

The Simpsons Monopoly

2–6 players60–120 minMedium
Open rules

HOW TO PLAY

The Simpsons Monopoly

Buy Springfield properties, collect rent and stay solvent longer than the other players.

TIMI character explaining the game rules
Players2–6 playersTime60–120 minLevelMediumReadingModerate
Before you startSet up the game and agree on any house rules
  • Choose a banker to manage money, title deeds, houses and hotels.
  • Each player chooses a token, places it on GO and receives the same starting cash.
  • Shuffle the Chance and Community Chest decks separately and place them face down.
How a round works4 steps to get started
  1. 01Roll and move

    Move clockwise by the total shown on the dice and follow the space you land on.

  2. 02Buy or auction

    You may buy an unowned property at its listed price. If you decline, the banker auctions it immediately.

  3. 03Collect rent and build

    Pay rent on another player's property. Once you own a full colour set, build evenly across it.

  4. 04Manage cash

    If short of money, sell buildings, trade or mortgage property. If you cannot pay a debt, you are bankrupt.

How to winWhen the game ends
  • Standard game: the last player who has not gone bankrupt wins.
  • Timed game: when the agreed time ends, cash and assets are valued; the highest net worth wins.
First gameStart faster and avoid common mistakes
  • Use a timed game for the first session and keep it within 90 minutes.
  • An unbought property must still be auctioned; this is part of the official rules.
TIMI's copy of Flying Chess

Flying Chess

2–4 players20–40 minEasy
Open rules

HOW TO PLAY

Flying Chess

Move all four planes around the board and be the first to bring them home.

TIMI character explaining the game rules
Players2–4 playersTime20–40 minLevelEasyReadingNo reading
Before you startSet up the game and agree on any house rules
  • Each player chooses a colour and puts all four planes in that base.
  • Everyone rolls once; the highest result starts.
  • TIMI house rule: a 6 is required to launch a plane from the base.
How a round works4 steps to get started
  1. 01Roll

    Choose a plane that can move and advance it by the number rolled.

  2. 02Launch

    A roll of 6 launches one plane and gives you another roll.

  3. 03Send a rival home

    If you land on an opposing plane, return that plane to its base.

  4. 04Enter the finish

    On the final lane, you normally need the exact number required to reach home.

How to winWhen the game ends
  • The first player to bring all four planes home wins.
First gameStart faster and avoid common mistakes
  • Agree before starting whether repeated sixes are limited.
  • The magnetic pieces are small; count them before returning the box.
Rule reference: Board markings and standard Flying Chess rulesBook a table
TIMI's copy of Guess Bible Who Am I?

Guess Bible Who Am I?

2+ players15–30 minEasy
Open rules

HOW TO PLAY

Guess Bible Who Am I?

You can see everyone else's character but not your own; ask yes-or-no questions to identify it.

TIMI character explaining the game rules
Players2+ playersTime15–30 minLevelEasyReadingConversation-heavy
Before you startSet up the game and agree on any house rules
  • Shuffle the character cards. Each player draws one without looking at it.
  • Fix the card to your forehead, headband or stand so everyone else can see it.
  • If the group does not know the biblical characters well, allow the hints shown on the box.
How a round works4 steps to get started
  1. 01Ask one question

    On your turn, ask a question that can only be answered yes or no.

  2. 02Collect clues

    The other players answer honestly without saying the character's name.

  3. 03Ask again or guess

    Continue asking questions, or make one identity guess before the turn ends.

  4. 04Pass the turn

    A wrong guess passes play to the next person. A correct guess keeps the card as one point.

How to winWhen the game ends
  • The first person to identify the agreed number of characters wins.
  • For a short game, everyone identifies one card and the player using the fewest questions wins.
First gameStart faster and avoid common mistakes
  • Start broad: Is the character male? Do they carry a weapon? Are they a ruler?
  • If the characters are unfamiliar, use homemade cards with celebrities or film characters instead.
Rule reference: Box examples and standard Who Am I playBook a table
TIMI's copy of Playing Cards

Playing Cards

2–6 players10–60 minVaries by game
Open rules

HOW TO PLAY

Playing Cards

Two standard decks for Old Maid, Dou Dizhu, Tractor and many other card games.

TIMI character explaining the game rules
Players2–6 playersTime10–60 minLevelVaries by gameReadingNo reading
Before you startSet up the game and agree on any house rules
  • Choose the game and decide whether it uses one deck or two.
  • For a first game, try Old Maid: remove one queen from a deck, shuffle and deal all the cards.
  • Each player immediately removes every pair from their hand.
How a round works4 steps to get started
  1. 01Draw one card

    Take turns drawing one random card from the next player's hand.

  2. 02Make a pair

    If the new card matches one in your hand, place that pair face up immediately.

  3. 03Continue around the table

    Keep playing in the same direction until almost every card has been paired.

  4. 04The odd card remains

    The player holding the only unpaired card at the end loses the round.

How to winWhen the game ends
  • Old Maid has no single winner; the person left with the odd card loses.
  • Use the scoring rules of the chosen game for any other card game.
First gameStart faster and avoid common mistakes
  • This page gives the complete Old Maid rules first; more card-game guides can be added later.
  • Count 54 cards per deck before returning them.
Rule reference: Standard playing cards and TIMI's recommended beginner gameBook a table
TIMI's copy of UNO Harry Potter

UNO Harry Potter

2–10 players15–30 minEasy
Open rules

HOW TO PLAY

UNO Harry Potter

Match colour, number or symbol and be the first player to empty your hand.

TIMI character explaining the game rules
Players2–10 playersTime15–30 minLevelEasyReadingModerate
Before you startSet up the game and agree on any house rules
  • Deal 7 cards to each player. Put the rest face down as the draw pile and turn one card over for the discard pile.
  • Play clockwise. Resolve a starting action card according to its symbol.
  • This edition includes the Sorting Hat Wild Card.
How a round works4 steps to get started
  1. 01Match a card

    Play a card matching the top discard by colour, number or symbol.

  2. 02If you cannot play

    Draw one card. If it is playable, your table may allow you to play it immediately.

  3. 03Resolve action cards

    Skip, Reverse, Draw Two, Wild and Wild Draw Four take effect as shown.

  4. 04Call UNO

    When you have one card left, call UNO. If another player catches you first, draw two cards.

How to winWhen the game ends
  • The first player to empty their hand wins the round.
  • For a simple game, do not score. For a full match, accumulate points to 500.
First gameStart faster and avoid common mistakes
  • The Sorting Hat card makes the chosen player draw until they reveal a Gryffindor character card.
  • Skip scoring in the first game.
TIMI's copy of UNO Super Mario

UNO Super Mario

2–10 players15–30 minEasy
Open rules

HOW TO PLAY

UNO Super Mario

Match colour, number or symbol and use the Mario action cards to change the round.

TIMI character explaining the game rules
Players2–10 playersTime15–30 minLevelEasyReadingLittle
Before you startSet up the game and agree on any house rules
  • Deal 7 cards each. Put the rest face down as the draw pile and turn one over for the discard pile.
  • Identify the special symbols in this edition before the first round.
  • Play clockwise.
How a round works4 steps to get started
  1. 01Match

    Play the same colour, number or symbol as the top discard.

  2. 02Draw

    If you have no legal card, draw one.

  3. 03Resolve the action

    Skip, Reverse, Draw Two, Wild and this edition's special cards take effect immediately.

  4. 04Last card

    Call UNO when one card remains. The first player to empty their hand wins.

How to winWhen the game ends
  • The first player to empty their hand wins the round.
  • For a simple game, do not score; across several rounds, add the printed card values.
First gameStart faster and avoid common mistakes
  • Follow the symbols printed in this box and do not mix action cards from another themed UNO deck.
  • Explain every special card once before the first game.
Rule reference: Mattel UNO core rules and the special cards in this editionBook a table
TIMI's copy of Balance Sticks

Balance Sticks

2+ players10–20 minEasy
Open rules

HOW TO PLAY

Balance Sticks

Remove one support stick at a time without bringing down the remaining structure.

TIMI character explaining the game rules
Players2+ playersTime10–20 minLevelEasyReadingNo reading
Before you startSet up the game and agree on any house rules
  • Assemble the base and frame as shown on the box.
  • Lay the coloured sticks across the support points to create a stable structure.
  • Wait until everything is still before starting.
How a round works4 steps to get started
  1. 01Choose a stick

    Study the structure and select one that looks safe to remove.

  2. 02Use one hand

    Touch only the chosen stick with one hand; do not hold the others in place.

  3. 03Wait for balance

    After removing it, wait until the structure stops moving before the next turn.

  4. 04Collapse

    The player who causes the main structure to collapse loses the round.

How to winWhen the game ends
  • The player who removes the most sticks before the collapse wins.
  • Alternatively, record only the player who caused the collapse; everyone else shares the win.
First gameStart faster and avoid common mistakes
  • Use fewer sticks in the first round so the balance is easier to understand.
  • Pull slowly and do not knock or move the table.
Rule reference: Box illustration and TIMI's simplified playBook a table

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TIMI character inviting guests to choose a board game