Card Game

Chemistry Fluxx

Chemistry Fluxx is the elemental card game in which the rules are always changing. Use atoms and laboratory gear to match the current goal and win!

Chemistry Fluxx is the perfect compound of chance and skill in which you'll not only be playing with elements and molecules, but you'll also be learning about them!

Math Fluxx

Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it's not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., "Plus Victory" lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!

Tortuga 1667

The year is 1667 and you are a pirate sailing the waters of the Caribbean. A Spanish Galleon floats nearby, and you’ve talked your crewmates into working together to steal all of its treasure. What you haven’t told your fellow pirates is that you have no intentions on sharing the treasure once you have it. Your crewmates have told you that they share your loyalty and that they’ll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you’ve seen your friends’ loaded pistols and heard their whisperings of a mutiny. You know that nobody can be trusted.

Tortuga is all about the interactions you have with the other players. In some cases, such as when you and your shipmates are attacking the Spanish Galleon, you need to rely on your enemies in order to succeed. In the very next turn, however, your shipmates might stab you in the back with a mutiny in order to keep all the treasure for themselves.

Since nobody holds a "hand" of cards, this game is also about knowledge and communication regarding the community Event cards. Unless you are in desperation mode, it is not wise to reveal Event cards at random. Almost half of the Event cards can hurt your team drastically. It's often in your best interest to use an action to view the cards first, or to rely on the knowledge of a trusted ally. Knowing where harmful Event cards are located allows you to force an enemy to reveal those cards and suffer the consequences. The most successful players are the ones who are able to discern who is on their team and then share vital information with them at opportune moments.

Vote cards also play a key role in the game. Each Vote card has three sections - one each for Attacks, Mutinies, and Brawls. Players must put themselves in the best position to use their Vote cards, since their hand of Vote cards may not always be ideal based on their pawn location. For example, sometimes it may be worth putting in Water, causing an attack to fail, in order to save a Crossbones card for when you want to Mutiny against your captain.

For 2-9 Players. 20-40 minutes. Ages 12+.

Red Dragon Inn 6: Villains

Description from the publisher:

You and your wicked companions have spent the day pillaging the countryside and "dealing" with meddlesome adventurers. It's about time you kicked back with a pint at the evil equivalent of The Red Dragon Inn — The Black Dragon Depths, a nefarious tavern hidden deep in the catacombs below Greyport. No more heroes this time. Now you get to play as the bad guys!

The Red Dragon Inn 6: Villains is a standalone expansion to The Red Dragon Inn series of games. In this game, you and up to three of your friends play as evil villains celebrating the defeat of your archenemies at a wild fantasy party. You gamble, brawl, and drink the night away as you compete to be the last villain standing at the end of the night.

Codenames Duet

Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!)

To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and one square colored black (representing an assassin). The assassin is in different places on each side of the card, and three of the nine squares on each side are also green on the other side!

Collectively, you need to reveal all fifteen agents — without revealing either assassin or too many innocent bystanders — before time runs out in order to win the game. Either player can decide to give a one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codnenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier.