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Lark Happy Hour Expansion Park

Lark Happy Hour Expansion Park

Regular price $9.95
Regular price Sale price $9.95
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Happy Hour Expansion Pack with 64 more Prompts and 5 more Wild Cards that will elevate your next social night of drinks and carousing!

What's better than getting drinks with your friends? How about drinks + hilarity, real talk, and connection? Bring Lark and the Happy Hour expansion pack to your next pub get together and watch the spiritedness and spontaneity take off.

Like you, Lark is just as at home at the brewery and in your living room as it is in the backcountry and on the rivers and roads in between. It's designed to be portable and low impact so you can bring it wherever you like to share moments together.

And, rest assured, the expansion pack fits perfectly inside the box once you've opened it so you won't have to rubber band the deck together and hope you don't misplace it. You can if you want though. 

Order yours today and if you're not satisfied return it within 30 days for a full refund.

Game Contents

Happy Hour Expansion Contents

- 32 prompt cards with 2 prompts per card (more portable, less wasteful!).

- 5 Wild Cards that disrupt play in wonderful, chaotic ways.

Testimonials

"Simply beautiful, from the design to the wonderfully curated prompts, to how you feel after playing it with friends." - David

"This is such a great game for anyone looking to add some laughs or conversation to any social situation. It's perfet for adding some shenanigans to everyday life." - Sam

"Ridiculously creative, never the same twice." - Lloyd

"In two words; heartfelt, goofy" - Ella

"Truthfully, it's one of the most fascinating games I've ever played." - Bela

"There are a lot of mean-spirited party games out there; this is not one of them. Always good-natured, it elicits thoughtfulness, creativity, and hilarity in turn, depending on the card, the whims of the dodecahedron, and the mood of the crowd. Never the same, never boring. Beautiful design, beautiful content. Highly recommended." - Dan

Features

- Two prompts per card to make the game more portable and less wasteful

- Three different types of prompts are color coded so you can add depth and variability based on your get-together. 

- Yellow: silly & action- oriented

- Red: sincere & exploratory

- Blue: ambiguous, requires the card holder to add their own spin to the prompt

- __(parenthetical prompts)__ give you the opportunity to depart from the given prompts and lean into your own creative genius and the moment at hand. They also create long-lasting variability so the game is never the same. 

- Wild Cards add an element of chaos and distribute power to players who do not have the die.

- Two 12-sided die in case you lose or make a gift of one.

Our Gurantee

Thrills, laughter, antics, and real talk guaranteed!

We think you'll be 100% satisfied with Lark and we want you to buy with confidence. If you don't find laughter, real talk, thrill, and antics within 30 days of purchase we'll refund your purchase no questions asked.

We'll get you a refund and arrange a return or ask you to pass Lark along to someone who you think might like it. Thanks!

Shipping

Orders over $50 ship free in the U.S.  Otherwise select your preferred service in the cart panel for an immediate estimate. 

Sharing Our Success

We're grateful for the opportunity to be doing this work with you. We recognize that everything is connected and that our success comes at a cost. We do everything we can to use fewer resources, sustainably sourced materials that are recyclable, and we give back to offset our use. We're currently committed to sharing our success and giving back through 1% For the Planet and through our own initiative, 1% For the People. 1% For the People aspires to share our success by supporting social and humane endeavors that celebrate people and justice. 

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How to Play

Challenge your friends to get out of their comfort zones in fun and affirming ways using the card prompts and a 12-sided die.

Example Gameplay

The Dealer (the person holding the die) says, "James if I roll a 6 or 8 and Tater if I roll a 7 or 10 you have to do your best impression of me."  Dealer gets consent from James and Tater so she rolls the die. It lands on a 7 so Tater performs his best impression of her. She can now discard and draw a new card and Tater becomes the Dealer. And so on.

Click here for more in-depth tips and instruction