Card Game

Covert

Control your network of spies, gather intel, and break codes in Covert, a game of tactical dice placement, set collection, and timing set in Cold War Europe. Players race to complete high risk Missions by deploying their agents and acquiring the necessary equipment, all while keeping an eye on the needs of future missions and the advances of rival agencies.

Each round, players roll their hand of dice and in turn allocate them to different actions, like moving their Agents, acquiring Agency Cards, completing and acquiring new Missions, and more. Dice are placed on action circles that require players to place their dice numerically adjacent to dice that have already been placed, allowing for rival agencies to thwart their plans — but a good Agent always has a backup plan, and there are ways around everything that stands in your way.

Covert combines simple concepts with a depth of play that allows players the freedom to combine special abilities and card combos to complete their Missions and overcome obstacles. Utilize your assets. Make your move. Don't let anyone stand in your way.

Dragon Lairds

In this cousin of Saint Petersburg, each player represents a monarch dragon clan, and attempts to assert herself as the Dragon Monarch by game end, by securing the most Royals (victory points). In order to facilitate this process, players will use their Geld (money) to hire Dragon Lairds (aristocrats) and buy Resources (buildings) and Commoners (peasants). You can use precious Royals (your victory points) to acquire Dragon Havocs, which empower you to do anything from getting extra cash, to stealing things from your opponents. The Havocs tend to be one-shot little guys, however, and are always discarded to the bottom of the discard deck, as far out of reach as possible from those cards that pilfer the discard pile.

At the end of each round, you accumulate the Geld and Royals that your acquisitions generate for your clan. At the end of the game, you additionally receive any Finale Royals on cards as end-game victory points.

From the Margaret Weis web site:
Deep in the heart of an island continent, many years ago, was a long forgotten land of ancient Saureans… Dragons of all sizes and shapes, who had, through the generations tamed the foolish races of men, dwarves, and elves that lived among them. Over the centuries, they refined their techniques and now were trying to gain control over all the surrounding dragon countries. There could be only one Dragon Monarch, but who would it be?

At the start of the game, each player is given a dragon clan and chooses to play either the king or queen of that clan. The object is for your clan to score the most points in Royals by the end of the game and thus become the ruling Dragon Monarch.

Blink

The two-minute-long, two-player card game Blink bills itself as the fastest game in the world. Without taking turns, players race to empty their hands by matching the color, shape, or number of symbols on their cards in hand to the top card of the two discard piles in the center of the table. As soon as a player lays down one card, they can draw another, up to the hand size of three cards. If a player can't play, they can discard one card, then draw another. The first player to empty their hand and draw pile wins.

The rulebook includes variants for three- and four-player games.

Blink: Bible Edition is the same game with Christian faith icons.

Bowling for Zombies!!!

Game description from the publisher:

Once again it's time for the NBC — the National Bowling Competition — held annually in the DMZ (Domain of Many Zombies) to determine which Necromancer is to be crowned this year's 9-Pin Bowling Champion.

In Bowling for Zombies!!!, each player takes on the role of a powerful Necromancer in charge of a horde of zombies. Instead of the usual "who kills the most humans" competition, which over the years has become tedious, this year's event concentrates on getting the best bowling scores.

Cubu

In Cubu, each player starts with a hand of seven cards, with each card showing a combination of different-colored boxes and a number, or a special action. Each turn you can either play an action card by giving it to another player, who must do what the action says, or play any number of Cubu cards, as long as they continue in the sequence begun. Sequences grow by color or location, and progress either up or down – but must go in the same direction in a single turn. Box number is determined by counting from the inside out. The first player to empty his hand wins the round and scores points for each card left in opponents' hands: 5 points per Cubu card, and 10 points per action card. The first player to reach 100 points wins.