Bluffing

Michael Coe's Dungeon Heroes

Welcome to the Dungeon!

Two players go Head-to-Head controlling opposing sides in a game of deduction and deceit. One player controls a party of four heroes adventuring into a dungeon for treasure. The other is the Dungeon Lord who reigns over the dungeon's traps, treasures, and monsters. The heroes' party consists of a Warrior, a Cleric, a Rogue, and a Wizard, who must work together, using each of their special abilities to overcome the puzzles presented by the scheming Dungeon Lord.

—description from the back of the box

Contains Dungeon Heroes, and the Dungeon Heroes Expansion Pack.

Agent Avenue

Agent Avenue is a competitive card game that combines bluffing, strategic set collection, and a race to uncover your opponent's identity. Set in a colorful anthropomorphic world, players assume the roles of retired spies in a suburban neighborhood, outsmarting each other with cards that can score points or trigger special effects. The game's art brings to life a quirky neighborhood of animal spies.

Use a unique "I split, you choose" mechanic to play one card face-up and one face-down each turn. Your opponent chooses one, influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track, advancing the "catch me" race to uncover the opposing spy.

Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent, combining both strategic depth and bluffing elements.

Perfect for those who love a mix of strategy and lighthearted competition, "Agent Avenue" challenges you to think like a spy and act like a friendly neighbor.

—description from the publisher

Caesar & Cleopatra

Caesar and Cleopatra is a card laying game where players assume the roles of these two great leaders. Caesar wants Rome to invade Egypt while Cleopatra wants it to remain independent and both try to influence Roman officials to support their cause.

Players take turns and send their agents, i.e. play numbered cards from 1 to 5 to influence one group of Roman officials, Aedils, Quaestors, Senators, Pretorians and Censors. They can send fewer agents face-down or more agents face-up. Additionally they can play action cards like Assassins that take out opposing agents or scouts that reveal face-down agents. Players can decide if they want to refill their hand from the agent deck or the action card deck but once one of the decks is empty they don't have access to any more of these cards.

After each players turn, a card from the voting stack is revealed and the group of officials that is indicated on the card casts their vote. The player who has the most influence points next to that group wins one official from that group to his cause and then removes his strongest agent from that stack.

The game ends when all the officials have picked a side and the player who has influenced most of them wins the game, with bonus points for the majority in each group and some simple hidden objectives.

Molly House

In Molly House, players take the roles of the gender-defying mollies of early eighteenth century London. Throw grand masquerades and cruise back alleys while evading moralistic constables who seek to destroy your community. Be careful, there may even be informers in your midst!

Over the course of an hour, players will draft hands of vice cards representing the different gestures, desires, and encounters that were frowned upon by the Society for the Reformation of Manners, a citizen group that sought to stamp out any behavior it deemed deviant in late 17th and early 18th century London. These cards allow players to host festivities with the help of their fellow mollies and create joy. But, those same cards can also lead players to be arrested and to the ultimate ruin of the molly house.

As players encounter the Society’s enforcers, they will often have to pay bribes or may be coerced into becoming informers for the Society. Informers must try desperately to undermine the community around Mother Clap’s Molly House without being discovered by their fellow mollies.

Eggs and Empires

Eggs from the dragons of Ridback Mountain are valuable — not quite as valuable as gold following the last market fluctuation, but still TOTALLY worth the hassle, especially since it's not like YOU are climbing the mountain and searching through dragon caves. That's what peasants are for...

All the empires have sent their intrepid adventurers out to collect eggs, but not all will succeed! It gets crowded on Ridback Mountain, and there are only so many dragon eggs to go around — not to mention that the dragons have started mixing exploding eggs into their nests, and those hurt.

In the fast-playing card game Eggs and Empires, players use matching decks of empire cards that contain adventurers numbered 1-10. Starting with a hand of three empire cards, each turn all players select one card from their hand, then play them simultaneously in an attempt to collect egg cards. Typically, the player who played the highest empire card chooses an egg first, then the player with the second highest empire card, and so on until all revealed eggs are collected, if possible. However, each empire card has a unique power that can affect the order in which eggs are selected. The powers interact in strategic and awesome ways so that every hand is exciting and fun!

Outwit your opponents to collect as many good eggs as possible — that is, ones worth victory points (VPs) — while avoiding those nasty exploding eggs! Whoever collects the most VPs over three rounds wins.