Mechanism: Give a Clue / Get a Clue

Belratti

You are buying artwork for your museum, always trying to meet the current trends and finding genuine art from your associates. But the famous Belratti is trying to cheat his own fake paintings into your collection.

In Belratti, players are split into two roles — buyers and painters — and are playing against the game. The game presents two cards as topics for which the buyers need to buy paintings. They ask for a certain number of cards, and the painters have to collectively meet this target number.

The painters select cards from their hands they think will fit the most to one of the topics. Then additional cards are added as Belratti's fakes. All cards are shuffled upside down, then flipped up. The buyers then have to select all the cards from the painters, not the fake cards by Belratti.

The roles change after each round. If too many fakes are bought, the players lose.

(The name of the game is obviously derived from the name of the German art forger W. Beltracchi)

So Clover!

So Clover! is a cooperative word-association game. Play as a team to get the highest score. Get Keywords and secretly write their common features on your Clover board; these are your Clues. Then work together to try to figure out each player’s Keywords. At the end of the game, add up your score according to how many Keywords you found and write it in the Record of Legends. Try to beat your high score each game!

-description from the publisher

ARTBOX

ARTBOX is a game in which each player becomes a modern artist.

Each game round is a competition of trying to depict your word using just several shapes. Players will also have to challenge their deduction, trying to guess what their opponents tried to depict.

Quick Rules.
• Each player takes 2 Word cards and secretly chooses one, the other is placed to the bottom of the deck
• The facilitator rolls dice and places them on the Shape cards
• Each player draws their chosen word using the shapes rolled
• The first player to finish takes the #1 token, the next player — #2, and so on
• The facilitator takes each player’s Word card face-down, adds random cards from the deck and shuffles.
Then he/she places them face-up near the drawing board
• The facilitator takes each player’s drawing face-down, shuffles them and places them face-up near the
designated numerated areas on the board
• Players match words with drawings. They secretly note their guesses
• The first player to finish turns the sandglass upside down. After the time runs out, no one can take notes anymore
• The facilitator checks drawings one by one and writes a number of players, who guessed right, on each drawing
• A player with the most guessed drawing gets the first Victory token. In case of ties, the winner is a player with the lower number.
A player can’t gain 2 Victory tokens during the same round.
• The second Victory token goes to a player who guessed the most drawings. In case of ties, the winner is a player with the most
guessed drawing. In case of another tie, it’s a player with the lower number.
• Players check the endgame condition. If it’s not met, the next player clockwise becomes the facilitator. The new round begins.

-description from publisher

Windmill: Cozy Stories

In Windmill: Cozy Stories, players are storytellers who weave short tales based on the hidden picture cards they draw. While one player tells a story, the other players attempt to guess the visible card that matches the story.

The more opponents who guess incorrectly, the more points the storyteller receives when someone finally does correctly identify the card. On the other hand, if all players fail to guess the picture, the storyteller loses points instead of winning them!

You score points both by telling stories that are identified correctly and by guessing the stories told by others. Whoever earns the most points over the course of the game wins.

—description from the publisher