Trick-taking

Twin Palms

Hidden somewhere along the tropical coastline, you'll find a charming little beach town called Twin Palms. Here you'll see dolphins jumping, lovers holding hands, and children playing in the sand...always in pairs.

Twin Palms is a beach-themed escape from your traditional trick-taking card game. At the start of each of the game's 5-8 rounds, you bid the number of tricks (0-5) you think you'll claim with the ten cards in your hand. Wait, ten cards = five tricks? Yes, because each time you play to a trick, you play two cards at once!

You play the game with 1-3 suits of cards depending on your desired level of difficulty and the number of players at the table; each suit has cards numbered 0-10 and a wild, with each card appearing twice. The strongest play is a pair of cards that are the same number, with high numbers beating low ones, and with palm trees beating dolphins, which beat sunglasses, which beat pairs that are of different suits. If no one plays a pair, then whoever played the highest single card wins the trick. After five tricks, you score points if you've met your bid exactly. (If you bid a non-zero number of tricks but missed, you still score 1 point per trick taken.)

What's more, if you want to play risky, you can place bets on your bids, giving you an additional way to win (or lose) points. Whoever has the most points after the designated number of rounds wins!

King of 12

You want to become the new ruler of the Kingdom of 12. To do so, you use your magical orb. But to channel its power you will need the help of different characters throughout the kingdom.

In King of 12, each player plays with the same set of seven character cards. Each round, each player chooses one of these and plays it hidden to the table. When everyone did, they are revealed. If two or more players chose the same card, these cards are negated. Otherwise the cards effects are resolved. They affect each players magical orb - a d12. After all cards are resolved, the values of the dice are compared. If two players have the same value on their die, these are negated. Usually the remaining player with the highest value on his die wins the round and gets 2 points. The second most also gets 1 point. But in some cases the smallest value may win... When only one card is left, players compare their points. Players with the same amount of points negate each other, then the player with the most points wins the round. This player puts one of their cards aside and another round is played until one player must put a second card aside. This player wins the game.

A nice and highly interactive game of bluffing, mind reading and tactics. Easy to learn and fun to play.

Up to four games can be combined to play with up to 16 players.

Influentia

The Year 2077. Four families of identical lineage; a country, Italy, the setting to this scene, and an ancient conflict perpetuated in time. Northern Italy is now a battlefield where megacorporations fight to control the main sources of power.

Perhaps you can influence the netrunners of Bologna or control the cyber traffic of implants through the technosurgeons of Pisa. It won’t be easy, but you have to beat rival families to reach the top. Your future is at stake.

Influentia is a card game based on classic trick-taking card games. In each trick, players play one of their Resource Cards. The winner of the trick may choose one of the City Cards from among those available or the Resource Card that was just played by another player. The other players keep the cards they played as these will allow them to activate a variety of effects once they have two identical Symbols. After three rounds, the player who has won the most victory points wins the game.

Año 2077. Cuatro familias de idéntico linaje; un país, Italia, lugar de nuestra escena, y un antiguo conflicto perpetuado en el tiempo. El norte de Italia es ahora mismo un campo de batalla donde las megacorporaciones intentan controlar las principales fuentes de poder.

Quizás puedas influir con tus créditos sobre los netrunners de Bologna o controlar el tráfico de implantes cibernéticos mediante los tecnomédicos de Pisa. No será fácil, pero debes hacerlo mejor que el resto de familias rivales para llegar a lo más alto. Vuestro futuro está en juego.

Influentia es un juego de cartas basado en los juegos clásicos de bazas. En cada baza, los jugadores jugarán una de sus cartas de Recurso. El ganador de la baza podrá elegir una de las cartas de Ciudad de entre las disponibles o la carta de Recurso que acaba de jugar otro jugador. Los demás jugadores conservarán sus cartas jugadas ya que estas les permitirán activar diversos efectos en cuanto reúnan dos símbolos idénticos. Tras 3 rondas, ganará aquel jugador que haya conseguido más puntos de victoria.

-description from publisher

Shamans

Shamans try to restore harmony in a world threatened by Shadows. You'll need to pick a side.

The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic.
Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans.
When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation.

—description from the publisher (translated)

Tricky Tides

Hoist your sails and mind those tricky tides! Take command of a merchant ship and manage your hand of navigation cards and the goods in your ship’s cargo hold while charting the best course on the map.

Travel from island to island collecting goods and delivering them to earn the most gold.

Tricky Tides is a pick-up-and-deliver game that uniquely employs trick taking to determine turn order and the direction players can move their ships.

—description from the publisher