Card Game

Dream On!

Description from the publisher:

Dreams can be vivid, as if they're actually happening — but when they end, they can be hard to remember. With a little luck, and some careful communication with friends, a dream can be something that's cherished forever.

Dream On! is a collective storytelling game in which players create a dream together. Using the dream cards, they have two minutes to create a dream story. When the timer runs out, they then have to remember what happened in the dream and in what order. They score points for getting the details correct. At the end of the game, they tally up their score to see how much of their collective dream they've remembered.

Library Location: 
Party Games

Red Flags

Red Flags is "The Game of Terrible Dates"

In Red Flags, your goal is to use "Perk" cards to create the best date for "The Single" (the judge for this round). However, there is a catch. Players may also play "Red Flags" (bad traits) in an attempt to sabotage another player's hot date.

Each player has an opportunity to argue why their date is the best one for "The Single," who chooses which awful date wins...

Library Location: 
Adult Content -- Ask at the Bar to play

Majesty: For the Realm

The crown is up for grabs to whoever can build the richest domain and seize it from their rivals. It’ll take a whole kingdom’s worth of people to accomplish this monumental task. Rally your citizens, grow your power, and reign supreme in Majesty: For the Realm, a game of strategically selecting who you want to work your lands set during the Middle Ages. Each game, you recruit characters to perform jobs that generate gold for your kingdom. Some characters work better with others, opening many paths to victory. Whether you choose to be a silver-tongued monarch who rules with mercy, or an iron-fisted tyrant who crushes their rivals, the fate of the land rests with you.

Library Location: 
Medieval / Renaissance Themed Games

Noxford

Welcome to Noxford, a timeless city in perpetual construction that extends continuously following the rhythm of the gears that hold it. Each player leads a crime syndicate and relies on their lieutenants and henchmen to become the most influential around rich districts of the city.

Set in a Steampunk universe, Noxford gives you the opportunity to take control of a Victorian city made up of cards. In turn, players place in the game either cards depicting influence of their syndicate, or neutral cards representing rich districts (victory points) as well as barracks (which cancel syndicate influence around those areas). Cards must be placed so that they touch at least two cards already in play and must have at least two edges aligned on the edges of the cards that it touches.

The game ends when a player plays their last syndicate card. Then, players wins neutral districts if they have more syndicate cards than their opponents around. Neutral districts give 1 victory point per symbol on them, and a +2 bonus if the district depicts the favorite field of the player's syndicate. The player with the most victory points controls the city and wins the game!

Library Location: 
Small / Card Games

Sleuth

In Sleuth, a classic deduction game from master designer Sid Sackson originally released as part of the 3M Gamette Series, players are searching for a hidden gem, one of 36 gem cards hidden before the start of the game. The remainder of this gem deck – with each card showing 1-3 diamonds, pearls or opals in one of four colors – is distributed evenly among the players, with any remaining cards laid face up. Thus, you and everyone else starts with some information about what's not missing.

A second deck contains 54 search cards, each showing one or two elements, such as diamonds, pairs, blue opals, red pearls, or an element of your choice. Each player receives four face-up search cards; on a turn, you choose one of those cards and ask an opponent how many gem cards they have of the type shown. If you ask for, say, pairs, the player must tell you how many pairs they hold but not which specific pairs; if you ask for something more specific, say, red diamonds, the player reveals to everyone how many such cards she holds while you get to look at them in secret.

Players track information on a score pad. You can guess the hidden gem at any time, or on your turn you can ask any one question regardless of which search cards you have, then immediately make a guess by marking your sheet and checking the hidden gem card. If you're wrong, you keep playing but can only answer questions; if you're correct, you win.

The simplicity of the rules and the cards belies the complexity of the game. In some cases you see cards, while in others you hear only the number of cards that an opponent holds, making it tough to deduce. Any notation system you devise must be both flexible and reliable, recording negative information as well as positive in order to tick off the possibilities one by one...

Reimplements:

The Case of the Elusive Assassin, with the core mechanisms of that game being used in Sleuth, minus the game board, movement and player proximity.

Library Location: 
Deduction Games

Ex Libris

In Ex Libris, you are a collector of rare and valuable books in a thriving gnomish village. Recently, the Mayor and Village Council have announced an opening for a Grand Librarian: a prestigious (and lucrative) position they intend to award to the most qualified villager! Unfortunately, several of your book collector colleagues (more like acquaintances, really) are also candidates.

To outshine your competition, you need to expand your personal library by sending your trusty assistants out into the village to find the most impressive tomes. Sources for the finest books are scarce, so you need to beat your opponents to them when they pop up.

You have only a week before the Mayor's Official Inspector comes to judge your library, so be sure your assistants have all your books shelved! The Inspector is a tough cookie and will use her Official Checklist to grade your library on several criteria including shelf stability, alphabetical order, and variety — and don't think she'll turn a blind eye to books the Council has banned! You need shrewd planning and cunning tactics (and perhaps a little magic) to surpass your opponents and become Grand Librarian!

Library Location: 
Family Games

Pirate 21

Avast ye, mateys! Lookit thar! It be a chest of gold! But how to divvy up th' loot? Aye! Draw yer cards and watch out for yer hornswagglin' mateys! Gamblin' be th' pirate way!

Pirate 21 is competitive card game for 2-6 players. Each player tries to get 21 without going over. Sound familiar? It is, but in this version of 21 you have pirates that can knock an opponent out of the round, mates and captains that can swap cards, and princesses to defend you. Draw your cards, and bring your best trash-talking pirate voice to the table.

Library Location: 
Card Games

Scott Pilgrim's Precious Little Card Game

Description from the publisher:

So why grow up anyway? Is it really worth it? Don't you have better things to do? Why does it matter whether or not your indie-rock band gets that great gig? You started a band to have fun, and now you're going to get your butts kicked by robots. And who wants to deal with the headache of dating? Look, we've all got baggage. Some of us have drama that likes to pick fights and exes that like to throw punches. Love is a battlefield! So you'd rather sit on the couch throwing punches in your favorite video game. Hey, who's going to stop you? Demons, fireballs, giant purple dudes?? Sounds like a bummer! If you want to keep living your precious little life, maybe it's time to get it together and go up against the world!

Scott Pilgrim's Precious Little Card Game is a deck-building game that challenges you to grow up and prepare for your finest hour. Players assume the roles of their favorite characters in the Scott Pilgrim universe, each of whom comes with a unique starting deck. Innovative double-sided cards let you decide whether to solve your problems with hard work and empathy, or whether to embrace the unpredictable world of gratuitous video game violence. Defeating the Evil Ex and collecting Power-Ups will help players inch their way towards victory.

Library Location: 
Card Games

Walk The Plank! (Limited Edition)

In Walk the Plank!, players represent the worst pirates in a captain's crew. The captain has rounded you all up because you're all lazy and stupid and simply not worth the rum and loot you get paid. That said, the captain has decided he's willing to keep two of you in his crew. To prove you're worthy, you will fight amongst yourselves, trying to shove other players' pirates off the end of the plank while keeping yours alive!

In game terms, each round players secretly stack three of their ten action cards, then they take turns revealing and playing those actions one by one no matter what's gone wrong between the planning and the doing. If you plan to have a pirate shove someone off the plank on your third move and all he sees are his own best mates, he will still shove away! Some cards bear a skull on them, and these powerful cards must remain on the table the round after they're played, but otherwise players then pick up their action cards and start a new round. As soon as two or fewer pirates remain on board, the game ends and the owner (or owners) of these pirates win! Watch out, though, as sometimes every pirate will end up in the drink, which means that no one wins other than the sharks circling in the water below...

This all new limited edition tin edition features a reworked version of the rules, all new artwork (by Felideus Bubastis), screen printed meeples, the Ghost Meeple mini-expansion (with rules), and a 26 card promo pack.

The promo pack features a summary card and 5x cards each each of the five player colors, which now give each player 15 cards to choose from rather than the 10 cards featured in the original or the deluxe tin editions.

The new cards are:

Skeleton
Scallywag
Parlay
Ghost Pirate
Dynamite

Library Location: 
Small / Card Games

Atlas: Enchanted Lands

Atlas: Enchanted Lands is an elegant card game set in a world of fairies and magic. Play cards to reveal a certain place and time — and place your stake in one of the two. Explore a location at dawn, day, sunset, and night, or see what the whole land looks like in the dark. Each card offers two choices, and it's up to you to uncover the world that awaits.

In more detail, players are challenged to predict the time or place that will be uncovered first. Cards laid on the board will complete sets. Depending on the cards chosen by the players, sets of similar cards or numerically ascending cards will be revealed, granting points to the players that deduced the correct combination.

Library Location: 
Small / Card Games

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