Bluffing

Mid-East Peace

Mid-East Peace is one of those great games where luck really doesn't play a part, once initial country selection is made. The game is set during the pressure cooker situation of the early 90's and the tension of the game certainly reflects this. Players out-maneuver and out-bluff one another so as to gain the riches of the region, while making sure they spend enough of the "oil/money" to ensure the safety of their state. The tension is kept up by secret deployment of forces and the continual angst of balancing resource spending with the saving necessary to come off the winner. It is, usually, the richest player, the one who has probably spent least on 'defense' throughout the game that will come off the victor. But, the twist is that the game can end in war or peace, and there are different victory conditions depending on which of the two outcomes it ends in. A very hard balance to maintain.

Lupusburg

A brief description from BGN's own Andrea "Liga" Ligabue (Boardgame News):

This game is the sequel to Lupus in Tabula; the Tabula inhabitants have moved into the city, but there is a little problem—the werewolves have moved there, too! This game keeps the theme and part of the mechanism of the famous party-game precursor, but this time it's for 3-8 players. Note that Lupusburg isn't an expansion, although it is possible to combine parts of the two games.

Lupus in Tabula

Werewolves haunt the secluded village known as Tabula: every night some villagers turn into werewolves and slaughter an innocent victim to satisfy their hunger.
Surviving villagers gather every day to discuss the problem: at the end of the discussion, they lynch one person among them, thinking he could be a werewolf.
Can you survive the massacre? Can you solve the mystery of the full moon?

A game for large groups that is already a classic.
To win you need the intuition of a detective... or your best poker face!
The new edition includes:

Deluxe oversized cards featuring original characters
Updated high quality game components
Special Ghost rules that allow everyone to play until the mystery is solved
A new 8-player moderator-free variant
And, of course... The Werehamster!

Lupus takes inspiration from Werewolf, introducing several new and original rules, including the possibility to play a third faction other than werewolves and villagers. The box contains the classic cards representing the werewolves, the seer and the villagers, but it also adds some unique characters such as a werehamster and a medium. Players are not eliminated during the game, but keep playing as 'ghosts'.

Not Alone

It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the stranded explorers (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONE is a immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted... or total assimilation for the Creature!

Hoax

When an unscrupulous business magnate meets an undignified end, a fierce competition for his estate begins.

In Hoax, three to six players each take on the secret identity of a member of Vargas’ family or household. No matter what your identity, your goal is to eliminate all your competitors by catching them in a lie – but making a false accusation will take you out of the game. If you want to make informed accusations, you must amass resources and spend them to investigate other players. To win, you have to both avoid accusations and judiciously make them, all the while making your opponents believe that all your lies are true. Whoever is devious enough to outlast all the other players wins!