Bluffing

Earth Reborn

After 500 years, two factions emerge from their underground cities into a new world, an Earth reborn from nuclear disaster.

12 highly detailed miniatures represent the two factions which are:

NORAD: military in thinking and origins. Scientists, engineers, add to their strength.

SALEMITES: occultists working with cadavers, bringing the dead to life.

Soon after emerging, these two factions meet - and it is determined that they cannot live together in peace.

Earth Reborn offers nine scenarios that take you through missions of rescue, retrieval, and escort through areas of labs, mansions, towns, and more. Each scenario builds upon the rules of a new chapter: the game system is built like a tutorial. There are core rules to start the game, and each chapter offers 1-3 new rules along with a scenario that uses these new rules.

The game also contains the innovative S.A.G.S. (Scenario Auto Generating System), where 2-4 players can make their own maps and mission objectives for near infinite replayability!

Other features include:

A Tetris-like board construction using polyomino floor tiles.
An order tiles system to give commands to your miniatures.
Interrupt Duels with Bluff, betting command points to interrupt an enemy character and act during another player's turn.
The I.P.S. (Iconographic Phrasing System) that allows almost any effect to occur with icons, totally language independent.
Colored base arcs on miniatures to simplify Line of Sight, shooting, and close combat. It also multiplies characters’ variations and possibilities.
The Search rule, giving a visceral feeling to searching in rooms to find equipment.
A Mission Points track that also serves as a Morale Points track.
Radio Scrambling to mess with your opponents' orders.

Pony Express

You've got your horse, your trusty gun and a brand new hat on your head - but above all you've got a pack of letters that need to reach Sacramento before all the other riders in the Pony Express!

Nothing will stop you on your quest for speed and victory, neither the Indians lying in wait, nor the pretty saloon girls who want to charm the gold from your pockets. You're the best, the wildest, the quickest and the luckiest rider in the land... At least you think you are - but all the other riders feel the same, so watch your back and get moving! Be the first to grab gold from the mines, duel opponents in savage gunfights or beat them at the poker table, and use your brains, bluffing skills and equipment to clear the way to Sacramento and deliver your precious letters.
Whether you ride like the wind or eat dust on the trail, this game will be wild!

As explained on B. Faidutti's website:

A racing game with poker dice in which the dice are used both to generate poker hands in order to move forward and in duels, as bullets. The poker hands rolled denote the number of spaces one could move on the track from St. Joseph to Sacramento (with, of course, some opportunities for bluffing). The game is a mix of luck, bluffing, and dexterity.

Letters from Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

Change Horses

A racing game with a twist.

Players secretly get a horse (of a particular color) assigned before the game starts. The player with the horse in last place at the end of the game wins.

On your turn - sequence of play is decided by auction - you play a card that controls two different colored horese. When every player has put down cards, the horses move; but only horses with an odd number of cards on the table! If the number of open cards is even, the horse does not move.

But, true to the spirit of horse racing, each player has a chance to play a "dirty trick", including Change Horses. This can affect the game dramatically.

The best detailed description of the game is here.
{This is one of the few multiplayer games that plays equally well with only two}

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.