Card Game

Gloom: Unhappy Homes

The Gloom: Unhappy Homes expansion adds one player and 55 cards to the game. Here is a description of the expansion from the publisher:

In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards included in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family -- the artistes of Le Canard Noir, whose creative endeavors always end in disaster.

When art lets you down, the Black Duck is there for you. This dingy cafe is home to a motley assortment of washed-up bohemians. Here the tormented painter Rosseau buys drinks for neurotic models and destitute poets, while a troubled actress and sickly courtesan compare notes across the way.

Also included are five Residences with a light blue background behind their central illustration. These are each placed next to their related family at the start of the game. New cards called Mysteries, which have a dark blue effects bar at the bottom, are also shuffled into the deck before play. A Mystery is the only card that can be placed on a Residence (and only a Residence), and can be placed on any Residence as either of your two plays. It gives that Residence's player a special effect and Pathos points that count toward his final Family Value. A Mystery remains even if the requirements for playing it are lost. You may discard a Mystery from your hand as a free play.

Time Chase

You've done it! You've cracked the code to unlock time travel! Your breakthrough invention has the potential to revolutionize the world as we know it, and undoubtedly your genius will be celebrated across the globe. However, it appears that some of your scientific colleagues within the laboratory are trying to use your invention to travel back in time and claim the credit for themselves. You must stop them and claim your rightful place in history!

Time Chase is a trick-taking game with a twist. You are allowed to travel back in time to previous tricks, known as events, and change their outcome. The first player to control three events in the timeline wins!

—description from the publisher

LLAMA

In LLAMA, you want to dump cards from your hand as quickly as you can, but you might not be able to play what you want, so do you quit and freeze your hand or draw and hope to keep playing?

Each player starts a round with six cards in hand; the deck consists of llama cards and cards numbered 1-6, with eight copies of each. On a turn, the active player can play a card, draw a card, or quit. To play a card, you must play the same number as the top card of the discard pile or one number higher. If a 6 is on the discard pile, you can play a 6 or a llama, and if a llama is on top, you can play another llama or a 1. If you quit, you place your remaining cards face down and take no further actions in the round.

The round ends when one player empties their hand or all players have quit. In either case, players collect tokens based on the cards in front of them, whether in hand or on the table. Each different number card in hand gets you white tokens (each worth 1 point) equal to the value of the card while one or more llamas gets you a black token (worth 10 points). If you played all your cards, you can return one token (white or black) that you previously collected to the supply. You then shuffle all the cards and begin a new round.

The game ends the round that at least one player has forty or more total points. Whoever has the fewest points wins!

Detective Club

Detective Club is a board game for players who enjoy party, with simple rules that take just a minute to explain. Intrigue, sudden revelations, limitless creativity, and tons of fun await you in this game! Lead the investigation as a detective, or cover your tracks as the infiltrated conspirator. Discuss, accuse, object and try to convince everyone.

In Detective Club, on each round, one of the players secretly teams up with another — the Conspirator — and tries to make them guess a secret word using just two illustrated cards! Other players are detectives, who also know the word, but don't know the identities of each other. Detectives have to find out who the conspirator is, making sure they don't get accused by their fellow players!

One Key

The Key is missing, and it is up to the players to find it! The team leader tries to communicate with the other players, proposing clues by indicating their degree of affinity — strong medium/weak — with the object that the team must find. With good team-play, the other players remove the wrong cards, step by step, until the Key is all that remains. Removing the Key results in instant defeat, so be careful!

One Key is a family game for all kinds of players, a light game that offers a co-operative experience based on the association of ideas and deduction. All the objects are like little universes of their own. Find the right one to solve the enigma! One Key is best played with an app with a three-minute timer and background music to add tension to your games.

—description from the publisher