Card Game

Guildhall Fantasy: Fellowship

Description from the publisher:

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they'll give you - but be careful; your opponents might try to poach your party members!

In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!

Phase 10

A rummy-type card game where players compete to be the first to finish completing all ten phases. Phases include collecting runs of numbers, collecting certain number of a given color cards, etc. The first player to finish completing the 10th phase wins. In case of ties, the player with the fewest number of points wins.

Contents:

Reference Cards (2)
Deck of 108 Cards:
24 x Red Cards (2 x 1-12)
24 x Blue Cards (2 x 1-12)
24 x Green Cards (2 x 1-12)
24 x Yellow Cards (2 x 1-12)
4 x Skip Cards
8 x Wild Cards (2 x 4 Colors)

Instructions

Sushi Go Party!

Description from the publisher:

Sushi Go Party!, an expanded version of the best-selling card game Sushi Go!, is a party platter of mega maki, super sashimi, and endless edamame. You still earn points by picking winning sushi combos, but now you can customize each game by choosing à la carte from a menu of more than twenty delectable dishes. What's more, up to eight players can join in on the sushi-feast. Let the good times roll!

Captain Carcass (Dead Man's Draw)

Dead Man's Draw is a simple and strategic card game of risk and reward for 2 to 4 players. Players take turns drawing cards and combining their special abilities to plunder the most loot without busting their entire hands.

The core of your turn in Dead Man’s Draw is all in the flip: pulling the top card off the deck and using its special ability. Your turn isn’t over until you say it is, though. You can keep pulling cards as long as you like – until you play a card of a suit already seen, at which point you lose everything. Knowing when to stop and "bank" your cards is the biggest decision you make in Dead Man’s Draw, but being too timid lets braver opponents pass you up with bigger, more profitable turns.

The cards’ special abilities are key to success in Dead Man’s Draw, and they build off of each other. Each suit in DMD has an effect that the player can target when they flip a card of that suit.

Anchor – Keep everything you drew before the Anchor even if you bust.

Cannon – Destroy one card an opponent has previously banked.

Chest – Double your haul by banking as many cards directly from the discard pile as are in the river when you bank the Chest – but only if you also bank a Key.

Hook – Play one of your previously banked cards.

Key – Enables the Chest special.

Kraken – Oh no! You’re forced to draw at least two more cards.

Map – Draw three cards from the discard pile and play one.

Mermaid – No ability, but worth more points (Mermaids are numbered 4-9 instead of 2-7).

Oracle – Look at the next card before deciding if you want to play it.

Sword – Steal an opponent’s previously banked card and play it.

Many of these work well together, like using a Hook to re-play a Sword from your hand to steal an opponent’s Chest to go with your Key – racking up huge points by playing abilities well and not solely through the luck of the draw.

As soon as the deck is depleted, players total up the value of the highest card they’ve banked from each suit. High score wins.