Bluffing

Letters from Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

Change Horses

A racing game with a twist.

Players secretly get a horse (of a particular color) assigned before the game starts. The player with the horse in last place at the end of the game wins.

On your turn - sequence of play is decided by auction - you play a card that controls two different colored horese. When every player has put down cards, the horses move; but only horses with an odd number of cards on the table! If the number of open cards is even, the horse does not move.

But, true to the spirit of horse racing, each player has a chance to play a "dirty trick", including Change Horses. This can affect the game dramatically.

The best detailed description of the game is here.
{This is one of the few multiplayer games that plays equally well with only two}

Hexenkompott

Players are witches trying to make their potion. Each witch is associated to a secret color with match a cauldron. In turn each witch rolls a colored die and must put a face down mushroom in the cauldron indicated by the die using a wooden spoon. Other players try to guess whether she is putting a right color mushroom or a wrong one.
Guessing right stops the witch and reduce the number of available mushrooms of the guesser, accusing a innocent witch increases the available mushrooms of the guesser.
The game ends when a witch is left without mushrooms and she gets one extra point for herself and subtracts one point from a chosen cauldron. For each cauldron a right color mushroom scores one point to the secret owner and a wrong one subtracts one point.

Ranking

At the beginning of the game each player receives a different set of picture tiles. To start a round, a theme is shown, e.g. "Women like it..." Everyone thinks about this and selects a tile from his set, but does not show it to the other players. Players lay their tiles picture-side down on the table, and these tiles are mixed up with random tiles from the stock.

On the board there are slots which are numbered from 0 to 6. Tiles are placed next to slot 3 so that everyone can see the pictures. The goal for each player is to have his tile reach the top (slot 6) of the ranking of items that best meet the requirement. Each player receives points equal to the slot number where his tile is at the end of each round. The point total is reduced if another player correctly guesses which tile belongs to whom and marks it with the player's color.

When it is your turn, choose two tiles in the same row/slot and compare them to one another in meeting the requirement of the theme. (Important: You can only compare two tiles in the same row. If there is only one tile in row 4, you cannot compare this tile to one in a different row!)
For example, say, "I think women like lipstick more than a car." Then, you move the lipstick tile up one row and the car tile down one row. After you have done that, the others can guess your tile, by placing a stone of your color on any tile. Each player has only one stone of each color and can only guess the active player, so this must be done selectively and timely!

The round ends when one tile reaches the 6 slot and another is in the 0. Then, you calculate the points. Each player gets points equal his slot, minus every correct guess stone on the tile. So, if your tile is in slot 4, but there are 2 correct color stones are on it, you get only 2 points (4 - 2 = 2).

Before the beginning of the next round everyone gets a new picture tile from the stock and a new theme is shown.

The first player to score 15 points after a round ends the game and is the winner. He is the RanKING.

Dark Side

Each human being has his dark side, often well hidden behind a friendly smile. This game is about the friendly unveiling of such secrets. The players try to reveal the dark sides of the other players and to hide their own secrets well. There are points for revealing secrets, for which the players move forward on the success track. In the end, whoever stands farthest up on the success track wins, but only if his dark side was not revealed.

The cards in the players' hands represent the secrets. The players can brag about them in order to get points, but they must be careful that their own secrets are not revealed by the other players, because then the other players will earn points.