Bluffing

Confusion: Espionage and Deception in the Cold War

A strategic two-player abstract with a heavy deduction element. At the start of the game, neither player knows how their own pieces move. Via performing attempted moves, each player tries to deduce the movement of their own pieces. As you determine how to move your pieces, your goal is to capture the neutral piece, initially located in the center of the board, and deliver it to your opponent's side of the board.

From the new Stronghold Games version, Confusion: Espionage and Deception in the Cold War:

The Cold War. A dangerous time for the world. A dangerous time to be a spy... but that is exactly what being a spy is all about. As the shadowy clouds of intrigue and subterfuge settle across the globe you have been called upon by your country to obtain the Top Secret information that will ensure your country's safety and supremacy. But not all is as it seems; your spies are difficult to control on a global scale, and even worse, there's a Double Agent in your midst who threatens the entire mission!

At the start of a game of Confusion, players aren't aware of the talents and skills their own spies possess! Your opponent can see what your spies can do, but you cannot. Your job as a wise leader is to first deduce exactly how each of your spies move, then employ your knowledge by using each spy for maximum effect. But be on alert, because your opponent has placed a double-agent in your team of spies! The first player to take the Top Secret Briefcase from the middle of the board and deliver it to his opponent's capital is the winner.

Can you achieve your goals at the expense of your opponent, or will the entire operation collapse in a sea of Confusion?

Confusion is game #1 in the Stronghold Games "Castle Line".

Teneriffa

From Box back:
The game is set in Teneriffa during the colonization in 16th century. In these uncertain times, you are a Spanish nobleman, trying to increase your power by directing your attendants thoughtfully. You are busy exporting Malvasian wine and building extravagant mansions while making strategic use of your merchant as well as your farmer.
But be careful! Just as you try to sabotage your rivals, they might be sending bandits your way to thwart your plans. He who is most successful at bluffing and scheming will gain the most influence and win the game!
Contents: 1 game board, 1 farm hand, 4 merchant tokens, 6 town cards, 24 character cards, 52 mansions, 1 set of game rules.

Fuzzy Tiger

A group of competitive monkeys tries to find a leader and arranges a dangerous competition: the one who can pluck out the most whiskers from the faces of sleeping tigers will be their new leader! Not only are all these monkeys agile and cunning, but they also don't hesitate to use all kinds of unscrupulous methods to get closer to the tiger "safely", pushing, wrestling or even throwing stones. However, don't go overboard! If a tiger wakes up and gets angry, it won't be something the monkeys' petty tricks can handle. Will you be able to escape the tiger's jaws to become the brave and clever Monkey King?

Cosmic Encounter: Cosmic Alliance

Game description from the publisher:

Cosmic Alliance, the third expansion set for the Fantasy Flight Games version of Cosmic Encounter, brings 20 alien races, both original and classic, exploding onto your tabletop. Players will now stand petrified by the hideous Gorgon, be baffled by the puzzle of the Schizoid, and feel obsolete before the bionics of the Cyborg.

Cosmic Alliance also makes the Cosmos even bigger, adding another player (white) as well as rules for large eight-player games (if you own all three expansions). Finally, Cosmic Alliance introduces a new variant – team rules, which allow steadfast allies to dominate the Cosmos together!

This optional Team Cosmic variant places players in randomly determined teams of two, in which they'll attempt to conquer the Cosmos cooperatively. Without discussing their race selection in advance, partners sit opposite each other at the table, where they can occasionally offer a helping hand; whenever a player gains a new foreign colony, he can choose to instead gift that colony to his partner.

Resistance

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.

Rule Correction:

For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.