Bluffing

Electronic Stratego

An electronically enhanced version of Stratego from back before personal computers were commonplace. Game play is the same as the classic board game except for a few interesting twists:

· When you attack an opponent’s piece, the computer tells you whether you have won, lost, or tied. So you do not know the exact strength of the opposing piece, only its strength relative to your own piece (and so too your opponent does not know the exact strength of the piece you used to attack with). This feature makes the game quite a bit more interesting than standard Stratego.

· Instead of moving one of your pieces on your turn, you can “probe” an opposing piece to find its strength. You will not be given its exact strength, but instead what “class” it is in (8-9, 5-7, or all else)

· Bombs are no longer playing pieces but are hidden features on your side of the board that are programmed into the game. You secretly select six spaces in which to place the bombs. Your own pieces can move through these spaces unharmed, but any enemy pieces (except a Miner) landing on these spaces will be destroyed!

· Scouts can move and strike diagonally, and can strike from a distance.

The player who finds and captures his opponent's flag first wins the game.

Dragon's Gold

In Dragon's Gold, each player controls a team of dragon hunters (two knights, a thief, and a wizard). Like all dragon hunters, they have only one goal: gold, silver, jewels and magic objects. As for actually killing a dragon? It's a piece of cake. But the most difficult part comes after the dragon is dead: the adventuring party has to figure out how to share the spoils.

As soon as a dragon is overpowered, then some additional gems are revealed, and the players who had participated in that hunting party start a negotiation over how to divvy up the gems. If the sixty-second sand timer runs out, then no one gets treasure. When all of the dragons have been slain and the treasure claimed or discarded, the game ends and players score for their holdings, with silver and magic objects worth 1 point each, gold worth 3, the Black Diamond worth 7, and the colored gems scoring 10-15 points for those players who hold more than everyone else. (In the Advanced game, the colored gems score 8-12 points in addition to a variety bonus of 5 points for each set of different colored gems a player holds. The Black Diamond is worth 19 points [in the 2011 edition], but negates a player's score for all colored gems.)

Resistance: Avalon

The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred's unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur's servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost.

The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined.

Get Bit!

"You don't have to be faster than the shark, just faster than your friends!"

Get Bit! is a card game where players are competing to stay alive as the others are being eaten by the shark.

The order of the swimmers is determined by simultaneously playing cards face-down then revealing the values. The number on each player's card determines position in line (higher numbers in front, lower numbers in back), however ties don't move. The swimmer at the back loses a limb to the shark and is flung to the front of the line! The process is repeated until only two swimmers remain on the table. When this happens, the swimmer at the front of the line wins the game!

Chaosmos

The universe is about to collapse, and your final hope lies in an ancient mysterious artifact, the Ovoid. Whoever controls this "cosmic egg" can shape the birthing of the next universe according to their own agenda. Players are secret agents from a handful of surviving worlds, zipping from planet to planet in special “amnion suits” that allow for interstellar travel, space combat and planetary landings.

Each planet has its own envelope of cards. When you arrive on a planet, you decide which cards you want to take and which to leave behind. Knowledge is the most powerful resource in the game, and being able to predict the cards your opponents possess at any given time is a powerful advantage as you build up a handful of weapons, tactical gear, vaults and traps, as well as cards that counter your opponents' cards. The best players will keep their hand fluid, constantly changing tactics while they search from world to world for the Ovoid or find a safe place to stash it.

Balance your hand of cards, spend your turn actions wisely, and cleverly use your special alien powers to stay one step ahead of your opponents. When the Chaos Clock reaches zero, only the player who possesses the Ovoid will become master of the new universe.

Per the Website: "A hand-management strategy game of spying, hoarding, deceiving, stashing & sneaking, all as the last seconds of the universe tick away."