deduction

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 With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive.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).

Witness

Witness is set in the world of Blake and Mortimer, a Belgian comic series started in the 1940s by writer/artist Edgar P. Jacobs. In the game, which is playable strictly by four players, you each represent one of four characters and your goal is to solve mysteries or crimes by sharing information with one another — but you are quite restricted in how you can share information!

Witness includes 64 cases for you to solve, and each case starts with an explanatory scene or image or both that someone reads or shows to the group. Each player then looks in his personal casebook to find information available only to his character. Players randomly decide who shares information first and in which direction, e.g., player A might whisper information to player B while player C talks to player D. Next, B will share both his information and A's information to C while D talks to A.

After two more rounds of the most inefficient crime-solving system ever created, players read the conclusion of the case, which might offer additional information or another visual, then they each individually answer three questions about the case, with the group scoring one point for each correct answer for a final score ranging from 0 to 12.

Scotland Yard

In Scotland Yard, one of the players takes on the role of Mr. X. His job is to move from point to point around the map of London taking taxis, buses or subways. The detectives – that is, the remaining players acting in concert – move around similarly in an effort to move into the same space as Mr. X. But while the criminal's mode of transportation is nearly always known, his exact location is only known intermittently throughout the game.

Similar to

The Fury of Dracula
Clue: The Great Museum Caper
Ghost Chase
Letters from Whitechapel
Garibaldi: The Escape

Omega Virus

You and the three other of the greatest heroes of planet earth must save the BattleSat1 space station from the evil Omega Virus. Using a Command Center, you explore the space station collecting access cards (red, yellow, blue) and equipment (the Negatron, the Decoder and the Disruptor) - all of which you must find in order to locate and destroy the Omega Virus. The BattleSat pleads for help and assists you while the Virus taunts and attempts to destroy you as you try to locate which room the virus is hiding in.

Note: This game is available by request only and requires having a membership to play.
See game associate for details.

Love Letter: The Hobbit – The Battle of the Five Armies

Love Letter: The Hobbit – The Battle of the Five Armies is a game of risk, deduction, and luck for 2–4 players based on the original Love Letter game by Seiji Kanai. The deck consists of 17 cards, with the Arkenstone being valued #8, Bilbo Baggins #7, and so on down to The One Ring at #0.

In each round, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, using the power on that card to expose others and (possibly) knock them out of the round. If you're the final player active in the round or the player with the highest card when the deck runs out, then you score a point. In LL: The Hobbit, The One Ring does nothing during play, but it counts as a #7 when the game ends, possibly leading to a tie should someone else hold Bilbo.

In addition to the one extra card, LL: The Hobbit differs from the original game in that the Baron (#3) is represented by two separate cards: Tauriel and Legolas. When you use an elf's power to compare cards, Tauriel knocks out the player with the higher valued card while Legolas targets the lower valued card. (This change isn't in the German edition, where Legolas and Tauriel have the same text.)

Whoever first wins 4-7 rounds, with the number dependent on the number of players, wins the game!