Cockroach Poker Royal

Cockroach Poker Royal

As in its parent game Kakerlakenpoker, Kakerlakenpoker Royal has nothing to do with poker – except that the game is all about bluffing, but with cards showing cockroaches, rats and stink bugs instead of queens, 10s and aces. To set up the game, shuffle the deck and deal the cards out to players. On a turn, a player takes one card from his hand, lays it face down on the table, slides it to a player of his choice, and declares a type of critter, e.g., “Stink bug”. The player receiving the card either:

Accepts the card, says either “true” or “false”, then reveals the card. If this player is wrong in her claim, she keeps the card on the table in front of her face up; if she is right, the player who gave her the card places it face up before him.

Or passes the card to another player, peeking at it first, then keeping it face-down and either saying the original type of critter or saying a new type. This new player again has the choice of accepting the card or passing it, unless the card has already been seen by all other players in which case the player must accept it and make a true/false claim.

The game ends when a player has no cards to pass on his turn or when a player has four cards of the same critter on the table in front of him. In either case, this player loses and everyone else wins.

To this, Kakerlakenpoker Royal adds new rules and new nasty “royal” critters to create more options for players during the game.

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Star Realms

Star Realms

Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle (The Battle for Hill 218) and Rob Dougherty (Ascension Co-designer).

Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!

Multiple decks of Star Realms and/or Star Realms: Colony Wars, one for every two people, allows up to six players to play a variety of scenarios.

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The Metagame

Everybody’s got an opinion. The Metagame gives you a chance to exercise your smartest and most ridiculous opinions on just about everything: music and movies, fine art and fashion, junk food and videogames. It’s a card game where you do what you already love to do with your friends: talk about culture. There’s not just one way to play – The Metagame comes with six unique games. Each one makes use of both types of cards in The Metagame deck:

CULTURE CARDS feature a single cultural object or icon, from the Mona Lisa to Ms. Pac-Man.
OPINION CARDS say things like “Which feels like first love?” or “Best reminder of our mortality.”

Some of the games get you debating, and some are more strategic. Some are best for a handful of players and others are designed for dozens of them.
The six games are:

Matchmakers: match your culture cards to the right opinion cards
History 101: put everything in the right chronological order
Debate Club: argue to the critics for your hilarious opinion
Head to Head: a fast-paced race to get your cards out first
Massively Multiplayer Metagame: for big parties and events
Metaquilt: a tricky combination of strategy and discussion

You don’t usually find games where players have debates like: Which is more fundamentally misunderstood – Fox News or the rainbow flag? The Metagame covers every possible kind of design, media, and art and helps you see culture in new ways. We’ve played The Metagame at hardcore tabletop game conferences and in dimly lit hipster bars. The Metagame works in just about any social setting – just pick the game variation that suits your group and situation the best.

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7 Ronin

7 Ronin

7 Ronin is an asymmetric 2-player game in which the attacking player control a group of ninja attacking a village defended by seven ronin (masterless samurai) controlled by the defending player. The ninja player wins by occupying five of the village’s ten areas, while the ronin player wins by surviving eight rounds.

Each turn starts with the players distributing their forces over the village areas simultaneously and separately. Their choices are then revealed, and combat resolved. Each of the ronin have a different special ability to aid the defender, while each of the village areas have a special ability usable by the attacker once it has been occupied.

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Bring Your Own Book

Bring Your Own Book

In Bring Your Own Book, players take turns drawing prompts from the deck, then race to find the best phrase in their own book that satisfies the prompt.

Everyone has a book and sits in a circle. The cards are placed face-down in the middle. The starting player should also have a 1-minute timer. Each player gets four cards (with 5-7 players) or five cards (with 3-4). The starting player takes the top card off the deck, picks a prompt, and reads it aloud. Everyone except the Picker searches their book for text to match the prompt. They’re seeking for sequential text of any length: a single word, half of a sentence, a whole sentence, multiple sentences.

The first Seeker to find matching text announces “I’ve got it” and starts the timer. When the timer runs out (or every Seeker announces “I’ve got it”), each Seeker reads what they’ve found. Seekers who didn’t find text in time open to a random page and read a random sentence from it.

The Picker chooses their favorite submission and awards that Reader the card. After each round, the person to the left of the last Picker starts the next round. Once any player reaches three cards, everyone passes their book to the player on their left. This happens any time a player reaches three cards during the game. As such, it can happen as many times as there are players. It is quite possible for players to pass until they have their original book back.

The game proceeds until one player reaches the set number of cards. With 5-7 players, four cards wins it; with 3-4 players, it’s better to play to five.

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Dragon’s Gold

Dragon's Gold

In Dragon’s Gold, each player controls a team of dragon hunters (two knights, a thief, and a wizard). Like all dragon hunters, they have only one goal: gold, silver, jewels and magic objects. As for actually killing a dragon? It’s a piece of cake. But the most difficult part comes after the dragon is dead: the adventuring party has to figure out how to share the spoils.

As soon as a dragon is overpowered, then some additional gems are revealed, and the players who had participated in that hunting party start a negotiation over how to divvy up the gems. If the sixty-second sand timer runs out, then no one gets treasure. When all of the dragons have been slain and the treasure claimed or discarded, the game ends and players score for their holdings, with silver and magic objects worth 1 point each, gold worth 3, the Black Diamond worth 7, and the colored gems scoring 10-15 points for those players who hold more than everyone else. (In the Advanced game, the colored gems score 8-12 points in addition to a variety bonus of 5 points for each set of different colored gems a player holds. The Black Diamond is worth 19 points [in the 2011 edition], but negates a player’s score for all colored gems.)

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Saboteur

Saboteur

Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the round.

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Spyfall

Spyfall

Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what’s going on around you. It’s really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says “Spy” instead of the location. Players then start asking each other questions — “Why are you dressed so strangely?” or “When was the last time we got a payday?” or anything else you can come up with — trying to guess who among them is the spy. The spy doesn’t know where he is, so he has to listen carefully. When it’s his time to answer, he’d better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!

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Shadows in the Woods

Shadows in the Woods

The dwarves hide in the shadows of the trees from the wandering light. The burning tea-light (adult player) moves through the dark forest and tries to find the small dwarves in their hiding places. If a dwarf is touched by the light, it is frozen and not allowed to move anymore. The other dwarves try to release it. To achieve this they must wait until the light has gone far enough so that one of them can join it in the shadow. All the dwarves try to unite under one tree while the candle tries to freeze the dwarves. Who will win, the light or the dwarves?

Shadows in the Woods is a cooperative game for players 5 years and up. An adult player for games where children play is required, due to the open flame of the candle. An alternative version included in the rules is intended for players 7 years and up, and is quite a bit more challenging. The alternative version does not require an adult player, but does require adult supervision. (The light doesn’t move.)

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Zombie 15′

Zombie 15'

15 Minutes to Survive! Zombie 15’ is a new, innovative, frantic game in which players try to defeat zombies… and time! In a world where everyone above 18 has turn into blood- thirsty, flesh-hungry zombies, most youngsters unfortunately served as meat to quell their elder’s appetite… As a little group of survivors, you must unite and cooperate to escape the relentless horde of undead.

Run across town to find shelter or food, hold a strategic position, meet with new survivors and discover the truth about this terrible and mysterious disease!

Easy rules but real choices, to be made as quick as possible if you don’t want to get overwhelmed by zombies!

A team of 15-year-old teenagers, a 15-minute soundtrack to give each game its tempo, a 15-scenario, progressive campaign, and much more than just 15 zombies…

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