Humor

Fishing for Terrorists Version 2.0

In this twisted take on Go Fish, you fight against terrorism as the heroic head of a government agency. You must utilize cunning, connections, wire taps and covert ops to hunt down and capture the likes of the Cultists of Invincible Anarchy, the Gun Toting Maniacs and the Militant Satanic Gamers.
Don't worry though, you're not alone. Your “friends” are heads of their own agencies, and they're also trying to capture terrorists. Of course, whoever captures the most terrorists will get a Presidential commendation, a significant budget increase and win the game!

Fishing for Terrorists Version 2.0 has all new color art and more strategic game play.

Dungeon Petz

Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.

Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.

Space Sheep!

The story thus far...

The life of a Strategic Space Sheep Commander isn't easy, especially if that Commander is assigned to the Lambda Sector. Centuries of peace had lasted throughout Lambda, the various Sheep Systems have settled their remaining differences, and the sector has seen a golden age of prosperity and scientific advancement. With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive. The ships outfitted with such operate both independently and synchronously with System bases to enable the crossing of vast distances in relatively short amounts of time. With this, the races of the Systems were brought even closer together. Commerce and cultural trade were at an all-time high, and families allowed their Sheeplings to roam free across the neighboring regions without fear.

All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as "Wolf". Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy's known history.

All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders' uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite "Shepherd" class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.

You are a Sheep.
You are a Defender in the Strategic Sheep Command.
You have trained all of your career for this moment in history.
You will issue Tactics to the Shepherd Fleet to direct the Rescue Mission.
You know how to defeat Wolf – "Ewe's The Force..."

Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.)

In Space Sheep!, on each player's turn, the player will play a card from her hand, allowing her to:

Activate a System and take the action associated with it (moving the Space Sheep and Shepherds), Play a card to move a Shepherd clockwise, or Play any card face down to the Defense Mat.

Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).

In Space Sheep!, one player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can't, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.

Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:

If players have found an Infiltrator, shuffle the player's cards in hand and place them on the bottom of the deck.

If players have found a Defender, place the player's cards in hand on the face-down discard pile. On the ousted player's turn, Wolf attacks.

If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can't discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win.

Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).

Monty Python Fluxx

Monty Python themed version of Fluxx. The random and chaotic nature of the Fluxx engine makes it a perfect vehicle for the crazy world of Monty Python!

At the start of the game, each player holds three cards and on a turn a player draws one card, then plays one card. By playing cards, you can put new rules into play that change numerous aspects of the game: how many cards to draw or play, how many cards you can hold in hand or keep on the table in front of you, and (most importantly) how to win the game.

The card mix focuses on Holy Grail with other references added from Flying Circus and other Python material. For example, one win condition card might require you have to have the Knights who Say Ni and a Shrubbery card face up in front of you.

Part of the Fluxx series.

Killer Bunnies and the Quest for the Magic Carrot

Killer Bunnies is a funny and satirical non-collectible, expandable card game. The new Epsilon Edition Starter Deck comes with a bonus Yellow Booster Deck. This game is played with only 1 copy of the game, so players do NOT need to bring their own decks to the table.

The object: Collect as many "Carrots" as possible, hoping that one of them is the randomly predetermined "Magic Carrot". In doing so, you must keep your bunnies alive as long as possible, while eliminating your opponents' Bunnies because once all the Carrots have been claimed you must have a living Bunny to win.

The problem: Your opponents are armed with outrageous weapons (from level 1 weapons such as a "Kitchen Whisk" to level 12 weapons such as the "Nuclear Warhead") and you must roll higher than these levels to survive.

Use cards to defend your Bunnies, such as the hilarious "Magic Spatula" or other special cards, or use a "Feed The Bunny" card to force your opponent to buy cabbage and water (if they have the money to do so...)

Your opponents, as the back of the box quotes, "will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun!"

The game includes 165 cards (including the Blue Starter Deck and Yellow Booster Deck), 36 small cards, 6 twelve-sided dice, & Instructions.

Expanded by:

Killer Bunnies and the Quest for the Magic Carrot RED Booster
Killer Bunnies and the Quest for the Magic Carrot VIOLET Booster
Killer Bunnies and the Quest for the Magic Carrot ORANGE Booster
Killer Bunnies and the Quest for the Magic Carrot GREEN Booster
Killer Bunnies and the Quest for the Magic Carrot Twilight WHITE Booster
Killer Bunnies and the Quest for the Magic Carrot Stainless STEEL Booster
Killer Bunnies and the Quest for the Magic Carrot Perfectly PINK Booster
Killer Bunnies and the Quest for the Magic Carrot Wacky KHAKI Booster
Killer Bunnies and the Quest for the Magic Carrot: Ominous Onyx Booster
Killer Bunnies and the Quest for the Magic Carrot: Chocolate Booster
Killer Bunnies Bunny Blanks #1
Killer Bunnies Bunny Blanks #2