Negotiation

Snake Charmers

Truth, traps, treachery — Who can you trust? And for how long?

Snake Charmers is a bluffing deduction game in which trust has an expiration date!

Together you must drive away the night, but they lurk among you: the snake charmers. To win, you must uncover who is playing WITH you, and who is PLAYING you. Can you root them out in time? Or will you become one yourself?

Lifeboats: Plank of Carneades

Is it possible to escape by boat when a shipwreck occurs? The difference between sinking, swimming, and safely making it to an island may be just a vote away!

Gameplay in Lifeboats: Plank of Carneades is all about voting, which takes the form of both co-operation and betrayal over the course of play as circumstances change and you find your sailors on the brink of death. During a vote, each player chooses a card from their hand, then everyone reveals their choices at the same time. You have one card of each boat color — which also correspond to the player colors — as well as three captain cards. If you're the only person to play a captain card during a vote, you get to decide the result, but if more than one captain card is played, they're ignored. In either case, each captain card can be played only once.

First, players vote on which ship springs a leak. Second, players vote on which ship moves forward one space toward its island. If the ship reaches the island, all of its occupants are safe and will score their player points based on which island was reached. Third, players scramble to find better chances for survival.

Lifeboats: Plank of Carneades differs from Lifeboats in that it allows for up to seven players to fight for seats on ships. In addition, in some circumstances the ships will move faster and more ships will spring a leak, making gameplay move faster. Finally, the captain card is more powerful as players can use it to keep any ship from springing a leak in a round.

Molly House

In Molly House, players take the roles of the gender-defying mollies of early eighteenth century London. Throw grand masquerades and cruise back alleys while evading moralistic constables who seek to destroy your community. Be careful, there may even be informers in your midst!

Over the course of an hour, players will draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.

As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.

Monopoly: The Mega Edition

Monopoly: The Mega Edition is bigger and believe it or not, faster than regular Monopoly. What makes it bigger is a larger board, Train Depots, Skyscrapers, 9 new Properties, and the addition of the $1,000 bill. It is faster because of a new speed die and Bus cards. Monopoly: The Mega Edition can be played in 1½ hours with more fun than ever!

The massive game board has 12 additional spaces, including 9 new properties. You'll be able to buy, for the first time: California, Florida, Maryland, Massachusetts, Michigan, New Jersey, South Carolina, and Arctic Avenues, plus the Gas Company. Each joins an existing group.

Buy all the properties of a group, build your houses and hotels, and then keep on going by building Skyscrapers for a chance to earn "mega" rents. Good news: you can build houses and hotels once you own three out of four properties in a group (or two out of three in the smaller groups). You can even build a Depot on a railroad to double its rent.

Start play with $2500, including a $1,000 bill.

Roll three dice on your turn: two regular dice and the special "Speed" Die. The Speed Die gives you a chance for free trip to the next unowned property. (Later in the game the Speed Die could send you to the next property you owe rent on. Ouch!) From time to time you'll earn free "Bus Tickets." Use them to go where you want to go, but beware: they expire! The Speed Die and the Bus Tickets make the action speedy, intense, and sure-fire fun!

Tiny Laser Heist

A high stakes, 3D heist game!

Everyone at the table is a career criminal eyeing retirement. Whether you’re the mastermind or hired hand, you want to get involved in as many jobs as possible and make as much money as you can. Walk away from a series of jewel heists as the winner with the most money by cooperating with other burglars to break into a vault. Work together to physically move “padlocks” using tiny hands and steal the jewels they’re protecting. The harder the heist, the bigger the payout – whoever ends up with the most money wins.

During each turn of Tiny Laser Heist, a player becomes the Mastermind and selects his team. Players not selected now play against the team to stop the heist. Both teams play action cards to determine the teams abilities and obstacles the team must face during the heist. The team then has 90 seconds to steal the jewels. If the you do, the Mastermind picks up and distributes money cards to his team members. Play continues until all the money is gone.

—description from the publisher