Don't Talk to Strangers

Regular price $17.95

In-store pickup FAQ

In-store pickup FAQ

As an Authorized Internet Retailer for Upper Deck & Wizards of the Coast, we are only able to sell newly released Upper Deck & Wizards of the Coast products within Canada until 1 year after the release date of the product. If you reside in the United States and attempt to purchase any Upper Deck or Wizards of the Coast products before the 1-year deadline, your order will be cancelled and refunded.

During Don't Talk to Strangers, each turn you'll play a new movement card in order to navigate your kids - one at a time - from the starting school space, across the board to a "scoring space", that's both safe from aliens and a fun way to waste the afternoon!  

School's out but otherworldly STRANGERS are here! Mom & Dad haven't caught on yet so you're on your own, kiddo. Play your cards as efficiently as you can, helping to navigate your Kids one at a time from SCHOOL to a SCORING space--in order to score as many points as you can before the neighborhood is completely overrun with STRANGERS!

  1. At the start of the game, each player will draw a hand of 3 cards and place one of their kids in the SCHOOL space. Your goal is to get that kid into a valuable scoring space, at which point you'll place a new kid in the SCHOOL space and repeat the process. Some spaces are worth more points at the end of the game, and some confer a unique bonus (for example, your hand size increases by 1 for each Kid you have in the Library).
  2. Remember, you want to score a good space, but you'll have to Walk, Run, Skateboard, School Bus, and even City Bus to get there! Each turn you'll play one card and draw a new card to replace it!
  3. But watch out! When any player draws a STRANGER card, they can abduct any kid on a "STRANGER SPACE!" Furthermore, now that a STRANGER is lurking in that space, it is impassable for all future movement...so you may just have to re-route your plans on the fly! SAUCER cards can abduct *any* kid--even one that has already scored--but your opponent will have to get lucky when they flip the SAUCER COIN or you'll escape abduction!