Card Game

Dream On!

Description from the publisher:

Dreams can be vivid, as if they're actually happening — but when they end, they can be hard to remember. With a little luck, and some careful communication with friends, a dream can be something that's cherished forever.

Dream On! is a collective storytelling game in which players create a dream together. Using the dream cards, they have two minutes to create a dream story. When the timer runs out, they then have to remember what happened in the dream and in what order. They score points for getting the details correct. At the end of the game, they tally up their score to see how much of their collective dream they've remembered.

Red Flags

Red Flags is "The Game of Terrible Dates"

In Red Flags, your goal is to use "Perk" cards to create the best date for "The Single" (the judge for this round). However, there is a catch. Players may also play "Red Flags" (bad traits) in an attempt to sabotage another player's hot date.

Each player has an opportunity to argue why their date is the best one for "The Single," who chooses which awful date wins...

Majesty: For the Realm

The crown is up for grabs to whoever can build the richest domain and seize it from their rivals. It’ll take a whole kingdom’s worth of people to accomplish this monumental task. Rally your citizens, grow your power, and reign supreme in Majesty: For the Realm, a game of strategically selecting who you want to work your lands set during the Middle Ages. Each game, you recruit characters to perform jobs that generate gold for your kingdom. Some characters work better with others, opening many paths to victory. Whether you choose to be a silver-tongued monarch who rules with mercy, or an iron-fisted tyrant who crushes their rivals, the fate of the land rests with you.

Noxford

Welcome to Noxford, a timeless city in perpetual construction that extends continuously following the rhythm of the gears that hold it. Each player leads a crime syndicate and relies on their lieutenants and henchmen to become the most influential around rich districts of the city.

Set in a Steampunk universe, Noxford gives you the opportunity to take control of a Victorian city made up of cards. In turn, players place in the game either cards depicting influence of their syndicate, or neutral cards representing rich districts (victory points) as well as barracks (which cancel syndicate influence around those areas). Cards must be placed so that they touch at least two cards already in play and must have at least two edges aligned on the edges of the cards that it touches.

The game ends when a player plays their last syndicate card. Then, players wins neutral districts if they have more syndicate cards than their opponents around. Neutral districts give 1 victory point per symbol on them, and a +2 bonus if the district depicts the favorite field of the player's syndicate. The player with the most victory points controls the city and wins the game!

Sleuth

In Sleuth, a classic deduction game from master designer Sid Sackson originally released as part of the 3M Gamette Series, players are searching for a hidden gem, one of 36 gem cards hidden before the start of the game. The remainder of this gem deck – with each card showing 1-3 diamonds, pearls or opals in one of four colors – is distributed evenly among the players, with any remaining cards laid face up. Thus, you and everyone else starts with some information about what's not missing.

A second deck contains 54 search cards, each showing one or two elements, such as diamonds, pairs, blue opals, red pearls, or an element of your choice. Each player receives four face-up search cards; on a turn, you choose one of those cards and ask an opponent how many gem cards they have of the type shown. If you ask for, say, pairs, the player must tell you how many pairs they hold but not which specific pairs; if you ask for something more specific, say, red diamonds, the player reveals to everyone how many such cards she holds while you get to look at them in secret.

Players track information on a score pad. You can guess the hidden gem at any time, or on your turn you can ask any one question regardless of which search cards you have, then immediately make a guess by marking your sheet and checking the hidden gem card. If you're wrong, you keep playing but can only answer questions; if you're correct, you win.

The simplicity of the rules and the cards belies the complexity of the game. In some cases you see cards, while in others you hear only the number of cards that an opponent holds, making it tough to deduce. Any notation system you devise must be both flexible and reliable, recording negative information as well as positive in order to tick off the possibilities one by one...

Reimplements:

The Case of the Elusive Assassin, with the core mechanisms of that game being used in Sleuth, minus the game board, movement and player proximity.