Bluffing

Catlantis

Become the leader of Catlantis in this clever game of trade-offs and treasures!

Gather wealth and treasures, and purr-suade allies to join your kitty coup. Each turn, you make offerings to another player and hope they don't pounce on the resource you need. Trying to figure out what they want is half the battle. Whose reputation will sink in the seas, and whose will float to the top?

Catlantis is a punny, mythical twist on the hot trend of mer-animals and ever-popular cats, featuring intuitive gameplay that's quick to play and easy to learn. This hip design includes meme-worthy art, foil cards, and adorable meeples.

Super Mario Bros. Power Up Card Game

In the Super Mario Bros. Power Up Card Game, you want to survive the perils of the Mushroom Kingdom and make it safely to the Castle, but to do that, you'll need to use your wits and deduction skills to figure out how to take out everyone else who might beat you there.

Each round, players receive a secret level card at random, with these cards being numbered 1-12. After looking at their card, each player in order can swap their card with the one held by their right-hand neighbor. Will you get something better? Maybe! If someone has a castle card, they're immune from trade or disasters this round. After everyone has traded or passed, players can play "? Block" power-ups to affect their strength or others. Whoever has the lowest score in a round loses one of their life tokens, and if you lose all four life, you're out of the game!

What the Cup!?

What The Cup!? is a game of luck and lies where you must do whatever it takes to end up with the highest or lowest value die.

Sabotage your opponents by changing the winning target, or follow card directives to spy, swap, re-roll, or reveal dice.

Bet your chips to raise the stakes and bluff your way to victory. Does your cup hold the winner?

In What The Cup!?, Each player shakes their cup with d12, peeking at the die value. Play starts with drawing a card from the pile - the player can take the action on the card (Spy, Swap, Re-roll, Reveal) or choose to flip the High/Low token.

Play continues around the table until the end-round card appears from the draw pile - the player with either the highest or lowest dice value (based on the token) wins the round!

The die don’t lie... but YOU can try!

–description from publisher

Guardian's Call

There is danger in the West...
Ferocious orcs are raiding and pillaging, and behind them comes the mighty dragon, Golianth.
You are a Guardian, one of the five rival heroes sworn to defend the realm. The King has decreed that you must work together to send weapons and shields, search for ancient artifacts and call on the power of magical spells, all while bringing villagers to safety within the Castle.
There are many Guardians, but there can only be one Guardian of the Realm, the leader who will lead their combined strength to victory. Bring the greatest resources to the Council and save the most villagers and you will be named the Guardian of the Realm.

Overview
Guardian’s Call is a bluffing and deduction game for 2-5 players.
Each player takes the role of a renowned Guardian, a leader of one of the mighty clans. Each turn you will gather provisions from the center pool and then make an offer of aid to another player. That player will decide if they think your offer is sincere or if they think you are trying to deceive them. If they are correct in guessing, they gain all of the provisions that were offered. If they were incorrect, you gain the provisions. Each type of provision grants points in a different manner, and the more you collect, the greater their points value.

What’s in the Box
• 1 Castle game board
• 5 Guardian player boards
• 20 Offer tokens
• 120 Guardian game cards
• 16 Quest cards
• 20 Treasure cards
• 70 Victory Point tokens
• 40 Coin tokens
• 45mm Starting Player token
• 5 Player meeples

3000 Scoundrels

"The Traveler brought much change to our small frontier town in the last five years. He showed us marvels beyond imagination and taught us how to use his strange machines. Now that the Traveler has vanished, a storm is coming. Who will control the destiny of the American Frontier?"

In 3000 Scoundrels, players assume the roles of rival leaders attempting to steal precious technology left behind by the Traveler. By overlaying clear cards, you create unique scoundrels and use them to outsmart your foes. In short, hire scoundrels to build powerful combos, steal technology, and outsmart your foes.

Each turn, you play a poker card from your hand face down in front of your player board, then use all abilities matching your claimed number. You don't need to tell the truth when claiming a number, but if an opponent catches you bluffing, it will damage your reputation and decrease your odds of winning the game.

Each leader has a unique perspective and motivation in the conflict of Graystone Gulch. Are you driven by money, fame, or the deep-seated desire to improve the world? Advanced rules add unique strategies to each leader that reflect their unique strengths and cunning tricks.

—description from the publisher