deduction

Mysterium

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.

Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.

After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.

If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.

Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.

If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...

Abraca...what?

Abraca...what? is a family game of deduction and spellcasting. On your turn, you try to cast one of the spells you have in front of you — but it's harder than it looks because only the other players can see which spells are available to you! So with cunning wit, clever logic, and a little luck, you have to determine which spells to use against your competitors. Watch your magic words, though, because if you try to cast the wrong spell too often, you'll lose the game!

Code of Nine

The world is in ruin. Humankind is but a distant memory, and only now have you awoken. You are an automaton in possession of several fragments that once held the will of the human race. The other fragments lie in the hands of your fellow automatons. You must investigate and piece together these fragments so that you alone may fulfill the final will of humanity.

Code of Nine — first released as Old World And Code Of Nine or OWACON — is a card-based board game in which the goal is to puzzle together long-gone memories. Players battle for victory points (VPs), but what will generate VPs is decided by eight so-called memory cards that are dealt at the start of the game, with each player getting to look at only two of these.

Each round, players choose actions that gain certain items such as coins, books, statues or legacies, or perhaps to peek at the other players' memory cards.

After five rounds, the score is calculated, and whoever has the most points wins.

Tragedy Looper: Midnight Circle

Tragedy Looper: Midnight Circle is an expansion for Tragedy Looper that includes some of the material previously released in the Japanese expansions Midnight Zone and Mystery Circle.

In more detail, Tragedy Looper: Midnight Circle includes three Basic Tragedy scripts akin to those in the base game and nine scripts located in the Tragedy Sets of Midnight Zone and Mystery Circle. In Midnight Zone, you must be wary of believing everything that you hear for lies abound; in Mystery Circle, all supernatural elements have been banished, leaving players to rely only on logic and deduction.

Codenames

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.

In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.

Codenames: Win or lose, it's fun to figure out the clues.