Bluffing
Bang!
Type: Bluffing/Card Game
Number of players: 4-7
Age of players: 8+
Length: 30 minutes
"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)
This card game recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.
Four different Roles are available, each with a unique victory condition:
Sheriff - Kill all Outlaws and the Renegade
Deputy - Protect the Sheriff and kill any Outlaws
Outlaw - Kill the Sheriff
Renegade - Be the last person standing
A player's Role is kept secret, except for the Sheriff. Character cards are placed face-up on table, and also track strength (hand limit) in addition to special ability.
There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter - it can only be used once, but targets all other players at the table!
Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
Bang! The Bullet!
Type: Bluffing/Card Game
Number of players: 3-8
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play.
Bang! The Bullet 2nd Edition contains:
- Bang! 4th edition (no player mats or bullet tokens)
- Dodge City 3rd edition
- High Noon 2nd Edition
- A Fistful Of Cards 2nd Edition
- Two Exclusive High Noon cards - "New Identity" and "Handcuffs"
- Three new characters - "Uncle Will", "Johnny Kisch", and "Santa Claus"
- Two blank cards
- One silver sheriff badge
Cash 'n Guns: Live
Type: Bluffing
Number of players: 8-20
Age of players: 10+
Cash 'n Guns: Live is a sequel to Ca$h 'n Gun$, not an extension - although it does come with a bonus special power to extend its predecessor.
8 to 20 players play in a public place where non-players are present. When the referee blows the whistle, all players points their hands (as if they had a gun) towards another player...all this in a public place!
Of course, players are gangsters sharing a lot of money.
It plays as a group activity not dissimilar from Werewolf.
Cash 'n' Guns
Type: Bluffing/Party
Number of Players: 4 − 6
Playing Time: 30 minutes
Ages : 10 and up
An open copy of this game is available for demonstration.
In an abandoned warehouse, a band of gangsters is splitting their latest haul, but they can't come to an agreement on the split. It's time to let the guns do the talking, and soon everyone is aiming at everyone… All you have to do is stay alive and have the most money at the end of the game!
CA$H'n GUN$ will make you relive the best scenes from gangster movies and other modern detective stories, where the flimsiest excuse serves to let bullets fly!
Fun, bluff and negotiations are to be had. Thing is, do you have enough guts to play?
This is a game where laughter isn't the only deadly thing…
Cosmic Encounter
Type: Negotiation Game
Number of players: 3-5
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Fantasy Flight Edition.
Build a galactic empire…
In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp.
Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.
This classic game of alien politics returns from the warp once more.
No two games are the same!
Diplomacy
Type: Negotiation
Number of players: 2-7
Age of players: 12+
Length: 6 hours
An open copy of this game is available for demonstration.
At the turn of the 20th century, the seven Great European Powers engage in an intricate struggle for supremacy. Military forces invade and withdraw, shifting borders and altering empires with subtle maneuvers and daring gambits.
Form alliances and unhatch your traitorous plots as you negotiate and outwit—in a delicate balance of cooperation and competition—to gain dominance of the continent! In Diplomacy, your success hinges not on the luck of the dice, but your cunning and cleverness.
The 50th Anniversary Edition of Diplomacy contains:
30" x 20" Game Board
20 count strategy map pad
315 army, navy, and national control markers
24 page rulebook
Dracula
Type: Memory
Number of players: 2
Age of players: 12+
Length: 30 minutes
An open copy of this game is available for demonstration.
Count Dracula has left his home in Transylvania to travel by ship to London, where he plans to hunt for innocent victims. The famous Dr. van Helsing got wind of Dracula’s plans and immediately caught the next carriage to London. It is a race against time! Van Helsing tries to find and destroy all of the vampire’s coffins, while the count tries to find five victims. Will the horror end tonight or will the count’s reign of terror continue?
Hornet
Type: Bluffing/Area Control
Number of players: 2-
Age of players: 10+
Length: 30 – 60 minutes
An open copy of this game is available for demonstration.
Hornet is a stinging tactical board game for the entire family in which players need to anticipate the moves of their opponents and at times also bluff a bit.
Each player controls a pair of hornets swiftly flying about in flower fields collecting nectar and producing as much honey as they possible can.
There are three types of actions, chosen simultaneously by players. Each action has a non-risky and a risky version. Do you play it safe, or bee somewhat aggressive?
Iliad
Type: Card/Bluffing
Ages: 10 and up
Number of Players: 2 – 6
Playing Time: 45 minutes
The players will lead their Greek characters into a bold action of besieging Troy and rescuing the beautiful Helene.
The first one to reach 12 points will be the winner.
During the game, various stages will unfold and during these, the victory cards are put into play. As it happens, a player can make his own army stronger or weaken those of his opponents by playing the correct cards.
After the siege, the strongest players will receive a victory card of their choice, all cards in play will be discarded, and a new phase will unfold with the cards remaining in each player's hand. Each player will then receive 3 new cards and the next battle round will commence.
Incan Gold
Type: Exploration/Bluffing
Number of players: 3-8
Age of players: 8+
Length: 20 minutes
A copy of this game is available for play at Board Game Warriors.
Incan Gold is a quick, fun and tense game in which you and other adventurers explore an old Incan temple in search of gold and treasure. In each of the five rounds, you secretly choose if you want to continue exploring the temple in search of more treasure or retreat to the safety of your camp with your share of the treasure that has been discovered so far.
Each time that an explorer braves new territory, more treasure or a danger appears. When a second type of the same danger is turned over, all exposed treasure is buried, leaving the remaining adventurers with nothing. Do you flee the dangerous temple with your portion of the treasure that has been uncovered so far or do you venture into the exciting temple in search of more hidden valuables?
After five rounds of exploration, whoever has the most treasure is the ultimate explorer and winner!
From the publisher: "You and your fellow adventurers travel to Peru to find a ruined Incan temple and its treasures: turquoise, obsidian and gold. There are also rumors of valuable Incan artifacts. Will you chance dangers like giant spiders, mummies and fire during your search, or will you escape back to camp and safety, carrying out your loot?"
Intrigue
Type: Negotiation
Number of players: 3-5
Age of players: 12+
Length: 45 minutes
A Game of Bribery, Bluffing, Betrayal, and Banishment. Intrigue - a secret scheme... to achieve or force a result by manipulation, scheming, or underhanded means. Can you supress your integrity and honor? Will only the money in your coffers have value to you?
As master of a palace of unemployed scholars, you must coerce, cajole, con, bully, beg and bribe the other palace holders to employ these freeloading academics and bring you profit. Beware of double-crossing opponents, who may not honor your deals and banish your scholars to the "Island of Misfit Scholars".
But revenge is sweet (and the profit that much greater) when they come to you for employment!
Junta
Type: Negotiation
Number of players: 2-7
Age of players: 12 and up
Length: 240 minutes
Players represent various office holders in the ruling Junta. Depending upon his office and the various cards he holds, each player has a certain number of votes. These are important as they must first elect El Presidente and then vote on the budget that he proposes. Here's where it can get sticky. El Presidente draws cards face down from the money deck (which varies in denomination from $1 to $3) and must propose a budget for the year, distributing the money as he sees fit amongst the various offices. Of course, loyalty to him is usually rewarded, while those pesky 'thorns in his side' are usually cut off completely. The beauty of all this, though, is that El Presidente can - and most always does - keep some of the loot for himself. And since no one but he knows the value of what he drew, no one knows how much he's keeping. Suspicion is always keen.
Players may attempt to assassinate the other players by guessing where they will be from among five locations. Players who successfully assassinate another player take that player's money, as the only safe money is the money that has been deposited in a Swiss bank account, and the only way to get to the bank is to survive the assassination round.
If the players are unhappy, and there is an excuse, they can call for a coup, where the opposition players seek to take control of a majority of the power centers. Rebel players control the forces of the role which they were assigned (e.g. army, navy, air force), and players loyal to El Presidente do the same, seeking to control the strongholds until the rebellion is quelled.
The goal is to amass the greatest wealth secreted away in your Swiss bank account.
Lifeboats
Type: Negotiation/Voting
Number of players: 3-6
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
Also known as 'Rette Sich Wer Kann' ('Each Man for Himself') and often times referred to as 'The Lifeboat Game,' this pure negotiation game puts a different spin on the typical ocean catastrophe. There's been a boating accident, and a rag-tag group of six lifeboats is trying to make its way to one of several islands just over the horizon. However only one boat will make any forward progress in a given turn, so players try to convince everyone to vote for his particular favorite. To further complicate matters, the sailors can't seem to decide which boat they want to be in, so they're constantly jumping out of boats to swim to another one. As if all that wasn't enough, one of the boats springs a leak each turn. If the boat is at maximum occupancy when the leak occurs, then players vote to decide who to toss to the sharks!
Mafia
Type: Deduction/Party Game
Number of players: 8-24
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for demonstration.
Mafia takes place in a town which is overrun by gangsters.
Each player is secretly assigned a role - Mafia, Citizen, or Inspector. There is also a Mayor who acts as the moderator of the game.
The game alternates between night and day phases. At night, the gangsters secretly choose a Citizan to kill. Also, the Inspector (if still alive) asks whether another player is a gangster or not. During the day, the Citizen who was killed is revealed and is out of the game. The remaining Citizens then vote on the player they suspect is a gangster. That player reveals his/her role and is out of the game.
The Mafia win when there are an equal number of Citizens and Mafia. Citizens win when they have killed all Mafia. Mafia is a social game that requires no equipment to play, and can accommodate almost any large group of players.
This game is also known as Werewolf.
Mu and More
Type: Card Game
Number of players: 3-6
Age of players: 11+
Length: 90 minutes
An open copy of this game is available for demonstration.
While the headline game, Mü, is the main attraction, this deck of custom cards comes with rules for several games:
Mü - A complex trick-taking game. For 3-6 players, ages 12 and up.
The Last Panther - A trick-taking game similar to Hearts, where players try to avoid negative points. For 3-8 players, ages 10 and up.
Wimmüln - A trick-taking game where players must estimate how many tricks they will take, akin to Oh Hell!. For 3-6 players, ages 8 and up.
Rummü - A Rummy-like card laying game where players try to get rid of their hands by playing high-scoring combinations of cards. For 3-6 players, ages 8 and up.
Safarü - A card "catching" game using basic adding skills. For 2-4 players, ages 10 and up.
Calcory (only in the original 1995-1998 edition) - A memory and calculation game, where players push their luck to uncover the most cards. For 2-4 players, ages 7 and up. Calcory uses wooden markers that were not packaged in subsequent releases, so the game was dropped from the set.
Mü is regarded by many as one of the best offerings in the trick-taking genre. Players reveal cards to declare their bids: the highest bidder becomes the Chief and the second highest bidder is the Vice. Both the Vice and Chief choose a trump (either number or suit), and then players try to capture tricks to score the most points. The Chief chooses a partner and tries to cover the bid to score bonus points, while the Vice and remaining players seek to stop the Chief from reaching his goal.
The deck consists of 60 cards in 5 different colored suits. Each suit contains cards numbered from 0 to 9, with two of each the 1 and 7 cards. Cards also have 0, 1, or 2 triangles printed on them to show the point value of that card.
Mystery Express
Type: Deduction
Number of Players: 3 − 5
Playing Time: 75 minutes
Ages : 10 and up
Mystery Express is a whodunit deduction game from Days of Wonder. The murder that takes place on the Orient Express incorporates 5 different elements represented by a set of Crime cards. Players take on the role of one of 5 traveling characters, each who has their own special powers of deduction. The player who figures out the who, what, when, where and why of the murder before the end of the journey wins.
Designed by Antoine Bauza and Serge Laget, Mystery Express is an imaginative new take on the classic deduction board game, made up of top-notch components and unique, period-perfect illustrations.
Nuns on the Run
Type: Deduction
Players: 2-8
Ages: 10+
Playing Time: 45 min
An open copy of this game is available for demonstration.
"...to be sure, your sin will find you out." —Numbers 32:23 The novices are on the loose! Temptation has lured them out of their cells, and they hope not to be caught by the abbess and the prioress. But the guards are swift and their hearing is excellent, so it will take craftiness and a bit of luck in order to make it back to their beds without being caught!
In Nuns on the Run™ you explore the exciting nocturnal world of a grand abbey filled with intrigue and deception. As the old abbess, the noble prioress, or a simple novice you become hunter or prey. Everyone gets a special "blessing" but only the novices try to fulfill a "secret wish." They must sneak through the dimly lit halls, corridors, and gardens, seeking keys and treasures unique to their goal. Meanwhile, the vigilant abbess and prioress patrol their routes, ever watchful of young novices who should be fast asleep in their austere cells. Are you wily enough, or sneaky enough to fulfill your quest and win the night?
Power Struggle from Z-Man Games
Type: Negotiation/Are Control Game
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 90 minutes
Welcome to the world of the powerful, of those who pull the right strings at the right time from the shadows of the big companies. Each player becomes one of these people, trying to increase their power and influence by hiring Employees, creating New Departments and taking over the sought-after positions of Divisional Heads to procure influence and privileges. Divisional Heads can resign to join the Board of Directors (in the hopes of becoming the Chairman, of course) or get hired as an External Consultant. All the while, players are investing in stocks and bribing other players to make their way to the top.
Contents:
- 1 Game board,
- 110 wooden managers,
- 60 wooden employees,
- 5 Bribe folders,
- 100 notes of money,
- 21 blocks of shares,
- 44 cards,
- 5 player reference mats,
- rules
Quo Vadis
Type: Negotiation
Number of players: 3-5
Age of players: 10+
Length: 30-60
An open copy of this game is available for demonstration.
Return to the glory of Rome and walk in the footsteps of Rome's elite. In Quo Vadis you play one of the mighty patrician families in the power struggle that will determine of the destiny of Rome, and the world. To win, you must survive the treacherous political waters of the empire and reach the Senate.
Each player starts at the bottom of the political ladder, and tries to move up the board through the committees to reach the Senate. In true Roman fashion, the road to power is strewn with laurels; to win the player must reach the Senate and collect deals and promises, not all of which they have to keep. Players can also use Caesar's favor to advance. But there is only room for five senators at the top....
Republic of Rome
Type: Cooperative/Voting
Number of Players: 1 − 6
Playing Time: 300 minutes
Ages : 14 and up
Robert Haines’ and Richard Berthold’s classic game of political intrigue and diplomacy is back in full form! Republic of Rome is a distillation of 250 years of Roman history, from about 265 B.C., all in one evening!
In Republic of Rome, players are in a constant balancing act between personal advancement and the welfare of the state. Players build the empire from scratch and thus develop and change the political environment in which they are competing.
Players’ Senators vie for political power, military commands and economic advantages against the backdrop of a turbulent world. Deals and counter-offers abound. Short the necessary votes for Consul? Trade the Armaments Concession for a faction’s support. Spartacus has destroyed your villa? Send Pompey off with ten legions to crush him. But is that too much power to entrust to one man? What if Pompey rebels and marches on Rome?
The game contains three scenarios which divide the color-coded cards into decks simulating the Early, Middle, and Late Republic. Those wishing a larger game can combine them into a Campaign Game of truly epic proportions. A solitaire and two-player version are also included for those unable to muster more players.
This new version contains all new artwork by Kurt Miller, Mark Poole and Patrick Turner and re-written rules by John Rodriguez meant to address and clarify all previous errata.
Saboteur
Type: Card game
Number of players: 3-10
Age of players: 8+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
You are dwarves digging for gold in the depths of a mine when suddenly, the pick-axe breaks, and the lantern goes out. The saboteur has struck again! But who is the saboteur and will he (or they!) stop you from reaching the treasure? If you succeed, gold awaits you. If you don't, then to the victor goes the spoils. Whoever has the most gold nuggets after three rounds is the winner.
A 3-10 player path-laying card game where each player has a role and no one knows for sure what that role is.
Shazamm!
Type: Card game
Number of players: 2
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
A wizard is usually an angry and lonesome bad guy, both eager for power and drunk with it. When two wizards meet over a bridge (one of the old stone bridges over lava rivers which are commonplace in the wizard kingdom), you can bet none of them will let the other pass first, and it usually ends in a magic duel, full of fire and fury.
So, YOU are one of the most powerful wizards in the wizard kingdom – but out there, just across that bridge over the lava river, is a wizard that insists on thinking HE is the mightiest wizard in the realm! The only thing left to do is have a duel. Your goal is to push the rival wizard back under your fire walls, balls and bolts so that he falls down into the lava lake. With careful management of your mana and your spellbook, it will be a piece of cake. Be careful, though – the bridge is collapsing under the fury of the magical duel.
Sneaks and Snitches
Type: Bluffing/Card Game
Ages: 9 and up
Number of Players: 2 – 5
Playing Time: 20 minutes
Imagine you are the head of a company of thieves – oh, not a filthy band of cutpurses and pickpockets, but rather an elite cadre of elegant ladies and gentlemen skilled in the art of illegal acquisition. As their criminal mastermind, it is your job to coordinate their efforts and gain recognition as the best in the business.
You decide whether to enter the prestigious and risky field of information theft. You decide how much effort to focus on stealing artifacts and jewelry. And don’t forget about gold! Only the top thieves in each category will win the respect and admiration of their peers. Outguess your competition and foil their plans, while sending your team after items no one expected you to steal!
The Phantom League
Type: Negotiation/Pick up & Delivery Game
Ages: 12 and up
Number of Players: 2 – 6
Playing Time: 90 minutes
In Phantom League, you are the captain of a merchant spaceship. You begin as a nobody with a hunger for recognition and glory that will soon lead you onto a path of fame or notoriety! Build your career through trading, piracy, exploring new systems and eliminating your rivals in the other Leagues – phantom alliances
powerful enough to challenge law and political order across the known universe. This game features:
• A modular board – every game is different
• Card-driven game play – you, not the dice, are in control of the game
• A wide range of actions and strategies – there is no single best way to win
• Cooperative and competitive interaction – choose when to ally with or conspire against other players
Phantom League is designed for 2-6 players of 12 years and up, and will take approximately 2 hours to play. Phantom League is inspired by David Braben’s video game Elite.
The Resistance
Type: Party/Bluffing Game
Number of players: 5 – 10
Age of players: 13 and up
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
The Resistance is a party game modeling a battle between an informed minority and an uninformed majority. Players are secretly assigned roles; they are either aligned with the "Empire", who know each other; or the "Resistance", who know only the number of Resistance members amongst them. Each team attempts to blow up the opposing teams bases and deduce the identities of their opponents before their own bases are eliminated. The game is similar to the party game Mafia, but uses different play mechanics to avoid player elimination and increase available information for player decisions. The game is playable with an ordinary deck of cards, and the complete rules have been made freely available online.
Included in this release is a full expansion - "The Plot Thickens" is 15 additional action cards that increase the pressure and pacing of the game, and requires the spies to be even more deceitful if they are to achieve victory.
Basic gameplay:
At the beginning of a round, the current Leader must decide who to trust. Discussion revolves around the current state of affairs, with players trying to determine who could be the Imperial Spies. When ready, the Leader decides whom to assign the Plans by giving a set to each chosen player. The Leader calls for a vote on the allocation of Plans. To pass, a majority of players must agree by holding their thumbs up. The Leader also votes. If the vote fails, the Leader card is passed to the left for the next player to try. This continues until a majority agreement is reached.
Each player who has been given a set of Plans plays either the Resistance or Empire card face down and discards the unused card. Only Imperial players may opt to sabotage the Plans, but they don't have to. Upon reveal, if all the cards are Resistance, the plans worked perfectly and an Empire base explodes. But if even one card is Empire, one of the losing team’s bases is eliminated. If a team’s last base was destroyed, the game is over and the opposition wins. Otherwise, a new round begins.
The Three Musketeers: The Queen's Pendant
Type: Deduction/Bluffing Game
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
“Proudly put on the plumed hat, wear the tunic of musketeers and lift your sword, the honor of the Queen is in your hand!”
Musketeers, well your able to cross the Louvre, while avoiding the numerous perils that lie in wait for your, to return the diamond pendants recklessly given by the Queen to Buckingham before it is too late?
Cardinal de Richelieu, will you unmask which of your noble enemies is carrying the diamond pendants that your seek in order to compromise the Queen?
Duels, chases through the rooms of Louvre, elixirs of seduction, secret passages and many other events await your in this cloak-and-dagger adventure.
Don’t forget the motto: “All for one, one for all!” Your ability to defeat the formidable Cardinal depends on your unity!
Contents:
- game field
- 21 plactic figures of musketeers and the cardinal's guards
- 35 game cards
- 83 equipment tokens
- 1 dice
- rules of the game
Wacky Wacky West
Type: Tile Laying/Bluffing
Ages: 8+
Players: 2-4
Playing Time: 30-45 minutes
Just south of nowhere, there's the junction of the Mayfair & Rossdorf RR and the Turvy Trunk Line. Springing up from the desert like a tumbleweed lies the eccentric little town of Rossdorf. Like most western towns, Rossdorf has a Land Agent: Guy Dough, the brother of that wicked varmint Black Benny. A shrewd opportunist, Guy's done sold all the town land ('ceptin' the outhouses) four times over! Every acre in town that ain't got an outhouse on it is owned by the miners, the railroads, AND the fort captain. Just about a year ago, miners digging in the shadow of Fort Rossdorf struck the mother lode! But it wasn't gold, and it wasn't silver. No, my friend, it was just a little spring. Not any ordinary spring, though! It was a torrent of that mind-marbling drink the locals call "Wacky Water!"
Now that water's done what the sun and the wind couldn't do: it's made those landholders brave enough to take matters into their own hands. Now they'll use whatever means they can to bowl over the competition and lay claim to the only fertile spots left in town! Now the only thing stoppin' 'em is the Town Charter Amendment #5, which states: "no landholder may move, remove, or detonate any outhouse without a majority vote of the Town Citizens..." Now one thing's for sure: something’s gonna stink in Rossdorf, purty darn soon.....
In Wacky Wacky West you and your fellow townfolk place track tiles, street tiles, and river tiles hoping to destroy your rivals' buildings. Every time someone tries to build over a precious outhouse, the town votes! You try to enlist your supporters (represented by cards) to vote with you to stop or encourage the play of certain tiles-perhaps saving some of your buildings or taking out those of your dastardly opponents.
Components
- 1 game board
- 4 work gang figures
- 6 goal cards
- 32 vote cards
- 60 tiles (streets, rails, and rivers)
- 24 single tiles
- 24 double tiles
- 12 triple tiles
- rules
Ys+
This is an expansion for Ys.
An open copy of this game is available for demonstration.
This expansion includes new character cards (12) and event cards (14), +5 gem cards (22), player aid cards (6), an additional screen, a marker and 14 blue broker cylinders for the fifth player, and additional rules.
