deduction

Escape Tales: Low Memory

Escape Tales: Low Memory is a story driven escape room in card game form, with immersive exploration, no time limits when solving puzzles, and a collection of tough choices that will captivate and draw you deeply into a riveting story of a cyberpunk future. Low Memory is the next title in the Escape Tales product line — a standalone story that can be played and enjoyed without previous ownership of or familiarity with Escape Tales: The Awakening. All you need for a full, satisfying, narrative, and challenging experience is already here!

It is the year 2060. Elizabeth is saying goodbye to her husband. They are going on a family trip, but Elizabeth must first finish a research project, so she promises to catch up with him later. A moment later, she watches her husband's autonomous vehicle leaving the driveway, her thoughts already drawn towards her work. Another normal day — at least that is what Elizabeth believes.

The following morning, Elizabeth wakes up on her sofa. She is having a terrible headache and her home is trashed — turned upside down as if there had been a break-in. Although she keeps trying, she is unable to recall anything after the moment she left work the evening before. Elizabeth decides to use the memory scanner. It is the perfect tool for the situation! However, every technological advancement comes at a price...

In Escape Tales: Low Memory, players will delve into the stories of three characters and will uncover — step by step — the plot that connects them all. Prepare for three gripping story lines coupled with a healthy dose of plot twists. Escape Tales: Low Memory holds numerous surprises in store!

What this new game brings to the line:

More cards with even more riddles!
Three stories, one plot: become three different characters and experience the main plot from three different perspectives to make the right call at the end of the game.
Each story changes the gameplay: switching characters not only brings a new and different perspective but also changes the way locations are explored.

Content warning: suicide

Saboteur: The Lost Mines

Saboteur: The Lost Mines is a board game inspired by the famous Saboteur card game. While it uses ideas of the basic game, the expansion, and the two-player game, it is also very different.

In this game, players are divided in two clans; each clan contains loyal dwarves, selfish dwarves, and a saboteur, secretly working for the opposite clan. Players have their own pawn, and the dwarves must move over the paths in order to physically reach the four goal cards, one of which contains a sleeping dragon that you don't want to wake, so try to avoid that one, if possible. The (non-dragon) goal cards yield a variable number of points, depending on the displayed, but secret, treasure cards.

Sabotage isn't performed against a specific player, but directly on the board by playing blocking path cards or adding tokens. In this way, the sabotage affects always all players, including yourself. As opposed to Saboteur: The Duel, path cards you play don't have to be linked to your own start card, which offers many more sabotage options. Even so, no player is ever out of the game, either temporarily or permanently.

—description from the designer

Whitehall Mystery

October 1888: During the construction of the Metropolitan Police headquarters near Whitehall, which would later be known as Scotland Yard, the remains of a body were found. In September, a severed arm had already been discovered in the muddy shore of the River Thames.

There is another murderer roaming the streets of London in Whitehall, amusing himself by spreading the pieces of a poor woman around Whitehall, like some kind of macabre treasure hunt. The identity of this monster and his unfortunate victim are a mystery, the Whitehall Mystery.

So Long, My World

Humanity is dying, and there's no escaping it. Only a few hours remain before human existence wanes forever.

The cause is still unknown, and no matter how you struggle, your life will soon come to an end. With only few hours until your departure, what are you going to do? A whirlwind of emotions rushes through you, and a glimpse of self-awareness blossoms. Will you be able to discover who you really are before The End?

So Long, My World is a psychologial horror card game for 1-5 players, with a unique art style and immersive, emotive theme. It is the first board game that asks the players to think about their own death and its implications through a dreamlike, procedural narrative.

So Long, My World is the first board game that brings philosophy to the table. In particular, it is based on existentialism, structuralism and psychoanalysis.  

In Solo Mode, the player must fight against the cognitive disruption that is affecting every human being, trying to unlock Vision cards (memories and thoughts of people and places you may visit before the End) and prevent them from disappearing forever. Each turn, a previously unlocked Vision may become locked again. Each scenario has a specific setup with different sets of cards, conditions, and different endings. The more endings you achieve, the more Words (archetypical signifiers of human consciousness) you will discover, unlocking new powers and scenarios.

In multiplayer, you choose amongst Vision cards in order to gather Feelings (in the form of tokens) and use them to discover your true self by playing Remnant cards from your hand. Remnant Cards can change a person's heart or alter the perception of time, so use them wisely to hinder, or even help your opponents.

Is morality universal or a mere construct?
If nobody can remember of you, has life a purpose?
If soul has its place inside of my body, does it means that the soul is a physical being?

These are only a few of the many questions the players will face.

Letter Jam

Letter Jam is a 2-6 player cooperative word game where players assist each other in composing meaningful words from letters around the table. The trick is holding the letter card so that it’s only visible to other players and not to you.

At the start of the game, each player receives a set of face-down letter cards that can be arranged to form an existing word. The setup can be prepared by using a special card scanning app, or by players selecting words for each other. Each player then puts their first card in their stand facing the other players without looking at it, and the game begins.

The game is played in turns. Each turn, players simultaneously search other players’ letters to see what words they can spell out (telling the others the length of the word they can make up). The player who offers the longest word can then be chosen as the clue giver.

The clue giver spells out their clue by putting numbered tokens in front of the other players. Number one goes to the player whose letter comes first in the clue, number two to the second letter etc. They can always use a wild card which can be any letter, but they cannot tell others which letter it represents.

Each player with a numbered token (or tokens) in front of them then tries to figure out what their letter is. If they do, they place the card face down before revealing the next letter. At the end of the game, players can then rearrange the cards to try to form an existing word. All players then reveal their cards to see if they were successful or not. The more players who have an existing word in front of them, the bigger their common success.

—description from the publisher