Showing posts with label bluff. Show all posts
Showing posts with label bluff. Show all posts

Saturday, June 11, 2016

New from Indie Boards and Cards! Grifters, The Resistance: The Plot Thickens and more!

Coming in August!
IBCGRF1
Grifters
$24.99 SRP

In a society in which every aspect of life is controlled by the government, there are always those that don’t operate by the rules. Some valiantly fight the oppression in the hopes of better times, others stand together for strength. Grifters operate on the fringes of The Dystopian Universe, powerful gangs of criminals eager to take advantage of every opportunity to profit from the chaos cause by the resistance. You are one of the grifters.

Grifters is a hand-building game that has all the fun of deck-building games, without the deck. Players take on the role of powerful crime bosses, building their criminal organizations by carefully recruiting new operatives with specialized skills and directing their team’s nefarious deeds. All of your specialists are either in play or in your hand, ready to be used as you command. This unique hand-building mechanic gives you total control of your strategy.

Are you devious enough to rob the corporations blind, swindle your opponents and pull off daring heists?

2-4 players
Ages 14+
30 minute play time
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IBCG54A1
Coup: Rebellion G54: Anarchy
$11.99 SRP

G54: Anarchy contains three playing cards for each of the 6 additional roles for the G54 system; Anarchist, Arms Dealer, Financier, Paramilitary, Plantation Owner and Socialist and a new General Action; Social Media.  These new roles add countless new ways to play G54!

Also included are the randomizers and dividers for each new role, and the tokens and action cards associated with those roles.

Requires Coup: Rebellion G54 main game to play.

3-6 players
Ages 14+
15 minute play time
IBCRESPT1
The Resistance: The Plot Thickens
$11.99 SRP

This is a bundle of the Plot Cards and the Sergeant and Rogue promos and a full set of Resistance/Spy cards and a full set of Mission (Success/Fail) cards.

The Plot Cards add opportunities for the resistance players to gain information about their fellow conspirators but in the hands of a crafty spy, the plot cards can be used to cause even more confusion and subterfuge.

The Rogue Agent module introduces both resistance and spy Rogue Agents. Rogues are the first players in The Resistance that have a unique victory condition and are very interesting play option.

The Sergeant is designated by the leader with ability to change mission results. A very tricky proposition and sure to have everyone second guessing when to use, and when to just threaten with this ability.

Requires The Resistance main game to play.

Ages 14+

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IBCDMWC1
Don’t Mess with Cthulhu
$14.99 SRP

Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end.

The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.

Can you save the world or will you lose your sanity trying?

4-6 players
Ages 14+
20 minute play time

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IBCBBB1
Baby Blues
$19.99 SRP

In Baby Blues, players are employees in a daycare center tasked with the caretaking of babies, keeping them happy, entertained, and not crying!

You have five babies under your charge, and you want to keep your babies happy. Happy babies score points at the end of the game, crying babies do not. You’ll play cards to make other babies cry and keep your babies happy. The game ends when one player has only crying babies. All the babies that aren’t crying are flipped over and their points totaled. The player with the most points wins!

3-5 players
Ages 14+
30 minute play time

Tuesday, December 16, 2014

New from Asmadi Games! HEAT!

Coming in January!
ASN0025
HEAT
$16.00 SRP

Get in, get out, and take the cash home! Heat is a quick 3-5 player heist game, where your goal is to steal more things than your fellow entrepreneurs, and at the same time avoid drawing too much heat from the authorities. Before every heist you’ll draft cards to form your plan, and then execute it.

Outmaneuver your opponents and the Heat, and you’ll be well on your way to a suitcase full of cash and a clean getaway!

3-5 players
15-30 minute play time

Tuesday, November 11, 2014

New from IELLO! Kobayakawa!

Coming in December!
IEL51198
Kobayakawa
$14.99 SRP
NPI

In feudal Japan, powerful samurai clans battle for dominion over the land. But just being the strongest isn’t enough. The powerful  Kobayakawa clan shifts allegiance like the wind, bringing victory to the weak. Do you have what it takes to outsmart them?

Kobayakawa is a game of bluffing and deduction, and the player that ends up with the highest numbered card wins the round. In this stylish new game from Jun Sasaki, components are kept at a minimum - there are only 15 cards and a handful of crest tokens.

Players each start with a random card in hand, and the rest is put in a pile at the center of the table with the first card flipped face up (this card is called the Kobayakawa).

The rules are simple: Each round, players take a turn and either discard their card face up in front of them and take a new one from the deck, or turn a card from the deck to replace the current Kobayakawa. After each player has taken a turn, they each decide if they want to compete for this round by putting a crest token on their card. Players that decided to compete then all reveal their card at once and compare their number.

The player with the highest number wins, but the player that has the smallest numbered card also adds the number of the current Kobayakawa on top of it.

3-6 players
Ages 9+
15 minute play time

Contains:
15 Cards
32 Kamon tokens
1 First player token
1 Rulebook



Monday, October 8, 2012

New from SPY Games!

Coming Soon!


 

SPY006
Spy Alley Jr.
$ 19.99 SRP
NPI

Spy Alley Junior is a fun and fast paced game of hidden identities. Each player assumes the identity on their Spy Identification card. The players use the die and their move cards to move their tokens around the game board. If a player lands on the same colored guess space as one of their opponents, they may guess their opponents' identity. If they are correct, their opponent is eliminated from the game. One key to the game is knowing when to use your move cards. Another is using your memory skills to expose the other spies.


SPY007
Spy Alley
$ 29.99 SRP
NPI

From Mata Hari to James Bond, spies and secret agents have filled our imaginations. Now, you get the chance to play spy and counter spy in a dark alley - SPY ALLEY Deceptively simple and surprisingly intense, Spy Alley keeps you on the edge of your seat. Players become a spy for their given country and try to uncover their opponents' identity while keeping their own identity a secret. Players use deductive reasoning to expose other spies while attempting to complete their mission by obtaining code books, disguises, keys, and passwords. You will be surprised how difficult it is to deceive your friends and family. A slip of the tongue, the blink of an eye, or even the twitch of a muscle may give your identity away.

SPY011
Bluff N’ Peg
$ 19.99 SRP
NPI

Modeled after the old Wild West style of card playing, Bluff 'N' Peg recreates the excitement of 5 Card Draw without the gambling; turning an old saloon game into a game the whole family can play. Imagine being in the old Wild West with Wyatt Earp and Billy the Kid, as Bluff 'N' Peg take you back to a time when bluffing in a card game was a way of life. The strategy is knowing how to play your cards. Starting with 5 cards, each player in turn must play 1 card at a time until they have beaten the best hand showing or they may fold their cards. By folding you can minimize the number of holes you are forced to peg backward. Knowing when to double and when to fold is the key to the game.



SPY012
$ Simply Suspects
$ 24.99 SRP
NPI

In society, whenever a crime has been committed, no matter how small, there is always evidence left behind. The evidence usually points to certain suspects. In this game, the players are all "simply suspects." What is unusual is that the suspects each have the opportunity to tamper with the evidence so that it points to other suspects. If the evidence points to you when you meet the Grand Jury, you are eliminated from the game. Simply Suspects is a fast-action game of suspicion and finger pointing. Much like Spy Alley, Simply Suspects is deceptively simple yet surprisingly intense. The advantage that one player may appear to have can change with a single move. You are never sure which suspect will escape the Grand Jury and win the game.