Card Game

MonsDRAWsity

Imagine seeing a real alien stomping through your backyard. Now imagine describing what it looked like to a police sketch artist. That is exactly what you are expected to do while playing the frantic drawing party game MonsDRAWsity.

One player, known as "the Witness", has twenty seconds to examine a picture of a bizarre-looking creature, then they must describe it to the rest of the players, known as "Sketch Artists". At the end of the round, the witness awards points to the artist who was able to most closely match the monster seen by the witness!

—description from the publisher

I'm Right You're Wrong

I'm Right You're Wrong is a fun-first game that promotes mental wellness, themed around petty arguments. In fact, it was inspired by a real life office spat. Outwit and outlast your opponent(s), by holding onto your hand, and not breaking a rule.

Take turns, drawing a card and playing one from your hand. Each card is empowered with consequences. Some cards reduce your hand, some cards restrict your options. The twist is… attacking opponents screws you over, not them. It’s the only card game where playing your least worst option is your best. Play is similar to other casual games (hand management, elimination, take-that). No actual role-play or arguing involved.

Each player starts with 5 cards with powers and consequences. Each turn, draw and play one card from your hand. Many cards are self-punishing, so choose your least worst option to outlast your opponent.

You lose if: you run out of cards, you break a rule (forced or not), or you get caught bluffing.

The game ends when all but 1 player is eliminated.

—description from the designer

Twin Palms

Hidden somewhere along the tropical coastline, you'll find a charming little beach town called Twin Palms. Here you'll see dolphins jumping, lovers holding hands, and children playing in the sand...always in pairs.

Twin Palms is a beach-themed escape from your traditional trick-taking card game. At the start of each of the game's 5-8 rounds, you bid the number of tricks (0-5) you think you'll claim with the ten cards in your hand. Wait, ten cards = five tricks? Yes, because each time you play to a trick, you play two cards at once!

You play the game with 1-3 suits of cards depending on your desired level of difficulty and the number of players at the table; each suit has cards numbered 0-10 and a wild, with each card appearing twice. The strongest play is a pair of cards that are the same number, with high numbers beating low ones, and with palm trees beating dolphins, which beat sunglasses, which beat pairs that are of different suits. If no one plays a pair, then whoever played the highest single card wins the trick. After five tricks, you score points if you've met your bid exactly. (If you bid a non-zero number of tricks but missed, you still score 1 point per trick taken.)

What's more, if you want to play risky, you can place bets on your bids, giving you an additional way to win (or lose) points. Whoever has the most points after the designated number of rounds wins!

The Hunger

The Hunger is a race in which each vampiric player must optimize their card deck, hunt humans to gain victory points, fulfill secret missions, and eventually acquire a rose and return to the castle before sunrise. The more you hunt, the slower both you and your deck become, which will make it harder and harder to get back before daybreak. Can you become the most notorious vampire without burning to ashes at sunrise?

During the game, players spend "speed" to move their vampires around the map, hunt humans worth victory points, and add new cards to their deck.

The game ends at dawn, after which the surviving player with the most victory points on their cards wins!

—description from publisher

Sheriff of Nottingham: 2nd Edition

Will the Merchants get their goods past the Sheriff?

The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal, however, Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares, looking for any illicit goods. The Sheriff’s shrewd, but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls?

In Sheriff of Nottingham 2nd Edition, players take turns playing the Sheriff, looking for contraband goods, and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want, but they must be careful, as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules, as well as expansions such as the 6th Merchant, Black Market, and Sheriff’s Deputies.

The game box contains 110 Gold Coins, 216 Goods cards, 6 Deputy cards, 6 Black Market cards, 2 Deputy standees, 6 Merchant stands, 6 Merchant bags, a Sheriff standee, a Booty tile, and a rulebook