Trick-taking

Hispaniola

3 to 5 players lead groups of South Seas pirates, angling for the captain's positions on five ships that make up a small pirate fleet. Why? Well, that's obvious: the captains get the bulk of the booty.

All cards (in different colours and numbered from one to fifteen) are shuffled and dealt out (fewer when playing with fewer players). After the trump colour has been determined, a traditional trick-taking game ensues. Whenever a player wins a trick, they get to place one of their sailors onto the captain position of the ship that matches the colour of the trick. If that post is already taken, then the other player must vacate the spot. That can sometimes end up with a sailor being tossed overboard - but they're not out of the game, they seek safety on an island. The more sailors this happens to, the better their chance of being hired again.

At the end of the game, the captains and sailors on the ships are worth points - sailors stranded on islands worth minus points. Minus points are also awarded when a player wins many tricks during the game - which is why these won tricks can also be passed along.

Hexenkompott

Players are witches trying to make their potion. Each witch is associated to a secret color with match a cauldron. In turn each witch rolls a colored die and must put a face down mushroom in the cauldron indicated by the die using a wooden spoon. Other players try to guess whether she is putting a right color mushroom or a wrong one.
Guessing right stops the witch and reduce the number of available mushrooms of the guesser, accusing a innocent witch increases the available mushrooms of the guesser.
The game ends when a witch is left without mushrooms and she gets one extra point for herself and subtracts one point from a chosen cauldron. For each cauldron a right color mushroom scores one point to the secret owner and a wrong one subtracts one point.