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There are 54 cells in front of the player. The task is to create a safe path through the “Minefield” before your opponent. If a player makes a wrong move all the previously placed chips on the field are moved out of the field and the player restarts his path.
This is a board game where your moves would be literally chained. Players need to surround the Game Master’s comet by moving their satellites, which are connected together. Just remember that in this game each pair of satellites is not only chained together and can block the enemy’s items but could also get itself blocked in. Additionally, the moving distance of your satellites is determined by the different chain lengths. Watch out, the comets are also not static!
Both the Master and Player are facing the Golden Block Pyramid. The Master and Player take turns in taking one block per turn from any level of the Golden Pyramid (except the one below an incomplete top level) and placing it on the top level in order to complete it. Whoever makes a movement that results the pyramid fall loses the game.
In this game the Master and player balance eggs on a spiral with nails, trying to beat each other’s time. Whoever sets up 13 eggs of their colour first, wins. If the eggs fall you have to start the challenge from the beginning.
The goal of the game is very straight forward – find the exit
out of the labyrinth.
Competing for time against the Game
Master, the player would move the ball from the centre of the
labyrinth to the exit. The labyrinth is set on a special round
base that allows simple control of one or more balls.
In the 10 Balls game you are challenged to test your visual memory. You have five seconds to remember the colors and order of the 10 balls that are laying in the center row before they become hidden. Then the player has to recreate the correct sequence of colours on their field, trying to beat the Game Master.
You choose the colour of your gears and make moves on one or two
cells. The one cell move creates a new gear while the two cell
doesn’t create any gear. If you touch your enemy’s gears while
making your turn you take all of the enemy’s gears you have
touched.
The point of the game is to fill the majority of the field with
the gears of your colour. The game ends when the players run out
of turns.
The game field is divided into 36 squares (six on each side). The surface of the game field is covered with 35 tiles that can be easily moved around the field horizontally or vertically. Three of the fields have one of their corners cut off. The prize is hidden in the centre of the field. The goal of this game is to get all the “special” tiles in the centre which allows you to get a golden coin.
You start with an empty field of pins and three starting gears:
gold, silver and black (neutral). In your turn you can place a
gear of your colour (gold or silver) on any pin or move any gear
except the starting one. After the move you have to turn your
starting gear and (surprise!) it has to rotate. If it doesn’t
rotate you lose.
There are two ways of winning the game:
the first one is to create a situation when your enemy won’t be
able to free his starting gear free in one turn. The second way
is to make the neutral gear rotate before your opponent does.
There are two basic rules: you cannot block the starting gears
and you cannot put three same-coloured gears together since they
would create a block.
Each player is at opposing sides of the game scales, where they
place four coins in each of the six bowls.
The big bowls stay empty in the beginning of the game. When a
player makes a turn, they remove all of the coins out of one
bowl on their side of the scales. Then, moving from left to
right, the player throws coins into the bowls, one coin per
bowl. If the last coin lands into their big bowl on the big
scales the player gets another turn. When the player throws the
last coin into an empty bowl on the game scales, they win coins
from the opponent’s bowl that are right against theirs. The game
ends when one of the players has no coins remaining. His
opponent moves the rest of his coins into his on the scales. The
player with the largest amount of coins wins.
Players take turns trying to get their discs into the center
hole of the game board or into areas with a higher score. As
players are competing for the point, they try to drive the
opponent’s discs off the playing field or into the area with a
lower score. If the opponent’s discs are already on the playing
field then the disc you are playing or any of your discs must
touch at least one of the opponent’s discs as you strike.
If the player’s disk shot did not touch a single opponent’s disc
then he removes his disc in the slot. If your disks were touched
during the shot but not a single opponent’s disk was touched
then all the touched disks are removed into the slot, even if
your disk fell into the central hole.
At the end of the game players count points. The one with the
most points wins.
In this game you can move one, two or three marble balls
(marbles) at the same time.
•One marble can be moved to the next cell.
•Two or three marbles that are connected to each other and are
located on one line can be moved as a group.
A player can push their opponent's marbles (a "sumito") that are
in a line to their own with an in-line move only. The marbles
must be pushed to an empty cell or off the board. The opponent’s
balls can be pushed out if the pushing line has more marbles
than the pushed line (three can push one or two; two can push
one). The winner is the first player to push six of the
opponent's marbles off of the edge of the board
The Master and player take turns removing sticks from the table. Each can take out one, two or three sticks. Whoever removes the last one loses.
The players need to remove as many geometric shapes as they can without tipping the balance of the disc. The winner is the one who collects more shapes than their opponent before the disc collapses.
The players take turns in laying out X’s and O’s on the 5x5 field. The first one who succeeds in placing 4 of their marks in a horizontal, vertical or diagonal row wins the game.
The player throws five dice and tries to get the highest poker combination. Their score depends on the combination value and the amount of throws it took the player to get it. The player has a maximum of three throws in a turn. The winner is the first one who scores 1000 in total.
Players take turns knocking out random cubes without dropping the hourglass in the centre of the game field. The player who drops the hourglass loses.
The goal of the game is to place as many figures as possible on the platform without letting them fall. If, when placing the next figure by a player, the tower is destroyed or at least 1 figure falls, this player is considered a loser.
Do you have any ideas for your event? Would you like to make it ordinary or special?
Our event programs could be a great addition to your party!
Bringing new energy and intrigue to the party, our gameplay
could take place in an office, in a restaurant or could be a
team competition in a country club
Do you want to have
a game that your guests
would be
discussing for
a long time as the best
event of the
year?
Order Game Masters today!
Don’t miss your fortune! “The Fortune has smiled on me,” or
“The fortune turned away from me,” people say. Why are some
lucky while others are not?
All the guilt for that lays on Fiasco – Fortune’s mysterious
sister who never gets invited to any parties.
The potential of a champion is in each of us! Just by eliminating everyone who is ahead of us, we will be the first. You can neither win nor lose as long as you don't participate in the tournament!
An important element of any tournament is the standings! Our standings automatically rank teams or individual players based on the number of points earned.
Want to know how it works? Watch the video and Presentation
3 masters + 3 games + delivery
48,000 rub.
5 masters + 5 games + delivery
80,000 rub.
6 masters + 6 games + delivery
96,000 rub.
8 masters + 8 games + delivery
128,000 rub.
10 masters + 10 games + delivery
160,000 rub.