Card Game

Coup

You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:

Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.

On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:

Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influence – that is, a face-down character – wins the game!

A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.

Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.

Copyright La Mame Games 2012. This game is not authorized for posting on Steam.

Healing Blade: Infectious Disease Card Battle

Publisher Blurb
Which are you? - An Apothecary Healer or a Lord of Pestilence? Choose your destiny and determine the course of events in the ground-breaking new game from NerdcoreLearning. Developed by two physician/gamers, Francis Kong and Arun Mathews, The Healing Blade plunges the player into a world of sorcery and creatures, where real world knowledge of infectious diseases and therapeutics play a pivotal role in the winning strategy.

Choose one of two sides:

The Apothecaries, Champions of the Healing Blade whose namesakes hearken from real world antibiotics
The Lords of Pestilence, Creatures of Disease and manifestations of actual bacterial agents.

As you and your opponent seek domination through corruption and conquest, you must vie not only with brute force, but also with planning, strategy, and most importantly, an astute understanding of microbiology and medical therapeutics. Healing Blade gives you the unparalleled opportunity to enter a fantasy realm where the rules of combat deeply and accurately reflect the real world's battles against infectious disease. Reshape the Battlefield Zone to your advantage. At every turn you control the forces and special conditions that can influence the outcome of each encounter. Each Champion has a unique set of gifts and abilities, and can be upgraded to powerful adversaries by way of real-world phenomena such as resistance and synergy. Summon forth living manifestations of diseases, or counter-attack with antibiotics in the form of powerful warriors.

Includes:

1 Instruction Guide
2 Playmats
90 High-quality, Fully-detailed Playing Cards
20 ATP Markers

NOTE: Please see the updated rules at http://www.boardgamegeek.com/thread/915465/new-v2-0-rules-for-the-physic...

ALSO NOTE: As of May 2015, NerdcoreMedical has Kickstarted a re-worked stand alone sequel of this game called Healing Blade: Defenders of Soma https://www.kickstarter.com/projects/nerdcoremedical/healing-blade-defen... . The new game uses the same characters but the gameplay is now asymmetrical, attackers can gain resistance or unlock powerful mutants, and in general the game plays very differently.

Flinch

Flinch is played with a deck of 150 cards numbered 1-15. Players are allowed to play cards in sequence (building up from 1 to 15) to piles formed in the center of the table. "1" cards must be played to start the piles, but others may be played or held at the player's discretion. Cards may be played from a number of sources: a player's hand (five cards to start), a player's "game pile" (a stack of 10 cards of which only the top card is face up and playable), or a player's "reserve piles" (whenever a player passes or completes a turn, they must add a card from their hand to their reserve piles - up to five reserve piles may be formed). Hands are continually replenished with new sets of five cards during the game. The object is to play all 10 cards from game pile to the center of the table.

Flinch is based on the traditional card game Spite 'N' Malice.

CrossWays

In CrossWays players want to be the first to build a path of their pieces from one side of the game board to the opposite side, but to build they need to use the cards they draw and have in hand.

On a turn, a player can lay down a single card (e.g., a red 9) and place one of their pieces on this space on the game board; she can also lay down a pair of cards with the same value and place two of her pieces in a stack on any space, including the white ones that are otherwise off-limits. If a player has two pieces in a row on a stack, no one else can play on top of that stack – but by playing a suited run of cards, a player can remove pieces already on the board, putting those spaces into play once again.

Crap or Slap! What Would You Do?

Crap or Slap! What Would You Do? tests each person's ability to tolerate the strange, the frightening or the annoying. How would you react if... "You wake up in the middle of the night and find a giant tarantula crawling on your bed" or "A vampire starts to sparkle"? The game comes with 250 cards, both containing a situation and a reaction. Active player picks a situation (or a reaction in round 2) and you try to figure out how that person would react (or which situation would prompt that reaction in round 2).