Card Game

Holly Jolly

It’s the most wonderful time of the year! Gather your friends and family together around the Christmas tree to collect beautiful ornaments, gifts, and stockings.

Cards are arranged in the center of the playing area forming a tree with presents placed below. Players will choose and place either a light or tinsel card onto the tree. Using the point total from all lights or tinsel cards on the tree (of the type just placed) will determine your selection value. That selection value is then used to pick an ornament hanging on the tree or select a present/stocking from beneath the tree. Ornaments and presents/stockings all score points in a variety of ways.

—description from the publisher

Elimino

Based on the classic card game Garbage (or Trash), Elimino is a fast paced card game that features strategy, luck, and sabotage!

In Elimino, each player races to complete their numbered collection of cards in successive rounds while stealing from and sabotaging each other to try and get ahead. However, the further a player gets ahead in the game, the bigger of a target they place on their back. Designed and developed by 11 and 13-year-old sisters, this all-ages game is quick to learn and challenging to win.

—description from the designer

Hike!

Hike! is a light and fast card-drafting racing game with huskies. Players take on the role of mushers (dog drivers) who assemble their husky sleds and race through the snowy wilderness.

The players carefully select the huskies for their abilities to move over treacherous terrain and place them in the sled according to their character. They gather the equipment and train their huskies. And then the race is on! The players rely on their huskies’ abilities and the preparations they've taken, a combination of luck and skill that would get them the first across the finish line.

Hike! is a command that mushers (dog drivers) use to start the team.

—description from the publisher

20 Strong

20 Strong is a new deck-based game system from Chip Theory Games, capable of being played in about 30 minutes or less. We say “game system” because the idea behind 20 Strong is a small nucleus of simple, adaptable rules that can then be applied to a variety of unique decks, each with their own set of mechanics. We are launching 20 Strong with three such decks – one set in the world of Too Many Bones, one set in Hoplomachus: Victorum, and one in the new universe of the space-faring Solar Sentinels. We have more decks in development and plan to release them regularly if our customers are excited by them. For now, 20 Strong is a solo-only game, but even that could differ in future decks using the ruleset.

The object of a game of 20 Strong is to progress through a shuffled deck of cards, each card bearing a unique challenge. This challenge could be in the form of an enemy, a unique scenario, or some other requirement (for example, players of the Too Many Bones deck might expect to see a Lockpicking challenge or two). Challenges usually require a certain number of successes to complete, which you earn by rolling a set of 17 dice with different odds for a hit (these dice, along with three adjustable stat dice, make up the “20” in 20 Strong).

If you roll enough successes, you complete a card’s challenge and gain its rewards. If you don’t, you take damage and move on to the next card – unless, of course, your HP stat is reduced to 0, costing you the game. If you manage to make it through an entire deck, you take on one of the deck’s final bosses, attempting to score enough hits against this powerful enemy to claim ultimate victory.

Of course, it’s never so easy that you’d want to spend all of your dice on a single card. In addition to your HP Stat, you’re also keeping track of your Strategy (which controls how many rerolls and items you have) and your Recovery, which controls how many dice return to your pool after taking on a challenge. If you roll more dice than your Recovery, those dice are exhausted, lowering your pool for your subsequent challenges. It’s a game of pressing your luck, strategic decision-making, and resource management. We think you’re going to love it!

—description from the publisher

Lindyhop

In Lindyhop, a co-operative trick-taking game about swing dancing, players start by dealing out the music cards to create the song to which they will dance. Players then play tricks as dance moves to progress through the song, picking up points as they go. Some of the cards have powers, but these powers activate only on specific parts of the music — and you can't discuss what each player has in their hand. Try to beat your score each dance, but if you run out of dance cards before the music finishes, you score nothing!

—description from the publisher