Bluffing

Ultimate Werewolf

Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves...can you and the other villagers find them before they devour everyone?

Ultimate Werewolf: Ultimate Edition is the ultimate party game for anywhere from 5 to 68 players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents.

Contents More than 30 unique roles, 18 different scenarios to allow groups of all sizes and experience levels to quickly get up and running, a set of 80 fully illustrated cards, a moderator scorepad to keep track of games, and a comprehensive game guide with dozens of pages full of insights, tips and strategies. This set has everything you need for the best Ultimate Werewolf experience possible, whether you’re playing with a small circle of friends at home, a huge gathering of gamers in Ohio or as an engaging team building exercise at the office.

Ultimate Werewolf: Ultimate Edition Roles:
Apprentice Seer, Aura Seer, Bodyguard, Cupid, Diseased, Ghost, Hunter, Idiot, Lycan, Magician, Martyr, Mason (3), Mayor, Old Hag, Old Man, P.I., Pacifist, Priest, Prince, Seer (2: 1 male & 1 female), Spellcaster, Tough Guy, Troublemaker, Villager (20), Witch, Sorcerer, Minion, Werewolf (12), Wolf Cub, Cursed, Doppelganger, Drunk, Cult Leader, Hoodlum, Tanner, Teenage Werewolf, Lone Wolf, Vampire (6), Amulet of Protection, Moderator, Blank Cards (3)

Re-implements:

Werewolf
Ultimate Werewolf: Whitebox Edition

Differences between 2010 Edition and 2008 Edition:

Role cards now have ability text
Includes Ultimate Werewolf: Classic Movie Monsters
No Magician card
Only eight Werewolf cards (note that rulebook still says twelve)
Only two blank cards (note that rulebook still says three)
Vampires are valued at -7 (previously -8)

Differences between 2011 Edition and 2010 Edition:

Includes Ultimate Werewolf: Night Terrors instead of Ultimate Werewolf: Classic Movie Monsters

Differences between 2013 Edition and 2011 Edition:

Includes Ultimate Werewolf: Urban Legends instead of Ultimate Werewolf: Night Terrors

Shadows over Camelot

Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.

On each knight's turn, the knight takes a "heroic action", such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.

Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...

But enough words... don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

One Night Ultimate Werewolf

No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.

This game can be combined with One Night Ultimate Werewolf Daybreak.

Musketeers

From the rules overview: "In the Queen’s service, the Musketeers are trying to acquire three valuable gems. However, the Cardinal and his dreaded Guards are out to sabotage the Musketeers’ mission. Many skirmishes between the Musketeers and the Guards ensue. The most successful Musketeers will be awarded gems. Those who fail will be sent to prison and will remain empty handed."

Setup: remove some specific cards depending on the number of players. Shuffle and place all Guard cards in the center, along with the Gem and Prison cards. Shuffle the Musketeer cards and deal 12 each.

Play: players select 3 cards to place face down; these are their potential rewards (Pay cards) this fight. Reveal the top Guard. Players simultaneously select a card, then reveal. If the sum is lower than the Guard strength, the player playing the lowest card places a Prison card on one of his Pay cards. Otherwise, the player with the highest card either places a Gem card on one of his Pay cards, or returns one of his Prison cards to the center. If center area doesn't have a card you need, take it from another player. If all you have 3 Prison cards, your played card doesn't add to the other players' cards.

The round ends after 9 fights. Players earn silver for their Pay cards, doubled if a Gem is on top and reduced to 0 if a Prison is on top. The player with the most coins wins. Alternatively, keep playing rounds till someone gets 100 or more points, and the player with the most points wins.

Yomi

Yomi is a card game that simulates a fighting game. It tests your ability to predict how your opponents will act and your ability to judge the relative value of cards from one situation to the next. Also, it lets you do fun combos and be a panda. There are 10 characters to choose from, each with their own deck, abilities, and style. Each deck also doubles as a regular deck of playing cards with beautiful artwork (the complete game features a whopping 120 different character illustrations).

Yomi is the Japanese word for “reading”, in this case as in reading the mind of your opponent. Yomi: Fighting Card Game is a simple competitive card game that simulates a fight between two characters. Each deck in Yomi represents one character, with 10 decks in the first release.

Champion fighting game tournament player and tournament organizer David Sirlin designed the game to test the skills of Valuation and Yomi. Valuation refers to your ability to judge the relative value of moves (or cards) as they change over the course of the game. Yomi, the game's title, refers to your ability to guess which moves your opponent will make. There is more to it than guessing, though: some players have the uncanny ability to “guess” right almost every time, no matter the game.

The core mechanic is a paper-rock-scissors guessing game between attack, throw, and block/dodge (sometimes modified by special ability cards). Attacks and throws usually let you follow up with combo cards from your hand, while blocks let you draw a card. While it first seems "just random," you soon discover that the unequal and uncertain payoffs in this guessing game allow you really read what the opponent will do. Yomi captures the kind of mind games that occur during the high level in fighting game tournaments.