Bluffing

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 With the era of scientific enlightenment came the creation of the Spatial Sheep Distortion Drive, supplanting the now-outdated Warp Drive.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

Tales & Games: The Grasshopper & the Ant

The Grasshopper & the Ant is the fourth title in Purple Brain Games' "Tales & Games" series, each of which comes packaged in a book-shaped box. In this game, players take turns playing the part of the industrious ants and the grasshopper content to sponge off the labor of the ants.

The Grasshopper & the Ant includes two ways to play, but the heart of both is the same. At the start of the game, lay out 16 (of the 48) path cards in a 4x4 grid; each path card shows one of four types of landscapes. The ant player places six ants on these cards, one ant per card, with the ants forming a chain (as in real life), then secretly chooses one type of terrain on which at least one ant stands. The grasshopper player then stands with one of the ants, and if the grasshopper chose the same landscape as the ant player, the grasshopper takes all the path cards of this type on which an ant stands; if the grasshopper chose incorrectly, then the ant player takes these path cards. Either way, you then refill the 4x4 grid. The ant player keeps playing until she finally wins path cards, then the next player in clockwise order controls the ants. (In winter mode, the third and fourth players control red ants and receive a random path card if they match the choice of the ant player.)

In autumn mode, players score path cards immediately, with each type being tracked independently; path cards that feature insects are saved for a endgame bonus. As soon as a player maxes out two scoring tracks, the game ends and whoever has the most points wins.

In winter mode, players keep the path cards they collect in order to buy provision cards (worth one victory point), which cost particular combinations of path types. In this mode, when you win a path card that features an insect, you can claim another card in the grid that features the same insect. Collect both provision cards of the same type, and you score a bonus VP. The first player to collect 4 VPs wins.

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!

BANG!

"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!" (From back of box)

The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.

Four different Roles are available, each with a unique victory condition:

Sheriff - Kill all Outlaws and the Renegade
Deputy - Protect the Sheriff and kill any Outlaws
Outlaw - Kill the Sheriff
Renegade - Be the last person standing

A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability.

There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table!

Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.

One Night Ultimate Werewolf Daybreak

One Night Ultimate Werewolf Daybreak is a fast game for 3-7 players in which everyone gets a hidden role, each with a special ability. (No plain "villagers" here!) In the course of a single morning, your village will decide who among them is a werewolf...because all it takes is finding one werewolf to win!

Daybreak includes eleven new roles, and it can be played on its own or combined with the original One Night Ultimate Werewolf game; when combined, you can have up to ten players in a single game.