Card Game

Kobayakawa

Kobayakawa is a game of bluffing and deduction, and the player that ends up with the highest numbered card wins the round. In this stylish new game from Jun Sasaki, components are kept at a minimum - there are only 15 cards and a handful of crest tokens.

Players each start with a random card in hand, and the rest is put in a pile at the center of the table with the first card flipped face up (this card is called the Kobayakawa).

The rules are simple: Each round, players take a turn and either discard their card face up in front of them and take a new one from the deck, or turn a card from the deck to replace the current Kobayakawa. After each player has taken a turn, they each decide if they want to compete for this round by putting a crest token on their card. Players that decided to compete then all reveal their card at once and compare their number.

The player with the highest number wins, but the player that has the smallest numbered card also adds the number of the current Kobayakawa on top of it.

Example:
Kobayakawa: 8
Player A: 9
Player B: Pass
Player C: 15
Player D: 12

Player C has the highest card value (15), but Player A is declared the winner as the results of the lowest card and the Kobayakawa is 17.

Ruse

A murder has been committed in the Victorian steampunk city of St. Sebastian. You have made the short list of police suspects and the only way to retain your freedom is to prove that one of the others on the list is in fact the murderous culprit.

Players take turns making Accusations against the other players by placing Method, Motive, or Opportunity cards in front of them or providing Alibis against the Accusations made against them by other players. You must remember what has been played and craft your Accusations well to pin the murder on another player.

Ruse uses cards with specialized suits and amazing steampunk artwork to tell the story of murder and mayhem under the gaslights of St. Sebastian.

As a bonus, the deck may also be used to play all of your favorite traditional card games.

20th Century Limited

Become part of a U.S. National Institution of the early 20th Century, as you build the routes and reputation of The Most Famous Train in the World: the 20th Century Limited. You are American rail luminaries, creating small independent lines to serve local cities. Plying your business acumen, you plan to sell these lines to larger companies. Of course, you wouldn’t be where you are today without knowing a thing or two about turning tricky situations to your advantage: You have a scheme in mind to get the big companies what they need, without necessarily having, shall we say, exclusive ownership of it….

20th Century Limited condenses the history the American railroad into a sixty-minute game. Players take on the roles of the great railway robber barons as they set up small railroads, turn them into larger rail lines, then sell them off and start all over again. The spread of the North American rail system can happen on your game table in about an hour as the network develops in a fashion similar to the historical model.

The game possesses the simple route-building mechanisms that were used in Transamerica. The placement of pieces is easy to understand, and this simple feature is livened up by the Rail Line cards that dictate the placement of rail segments to recreate the various historical railways of America. The second piece of the puzzle are the Demand cards that serve as a pseudo pick-up-and-deliver system. Players are able to choose what path suits them in the game. You can go for the fulfillment of demands or you can try to build the great rail lines that shaped America. Everything from the Santa Fe to Boston & Maine and many other memorable lines are represented, including the game's namesake: the New York Central Railroad.

Tell Tale: Fairy Tales

Tell Tale is an improv game based only on picture cards, with four different game rules:

• Questions/Answers: Each player get eight cards and alternately asks another player a question based on a random picture card, and answers another player's question using another card.
• Debate: Draw a random card to get a topic to debate; both players use five random cards to imagine convincing (?) points to support their side.
• Tell me a Story: Both players alternately imagine a very short story (one sentence per card) using five random cards each.
• Same and Again: Same as the previous rule, except both players use the same set of five cards (shuffled between each player's story).

For all of these rules, the winner of the round is designated by the other players.

Disorder

Disorder is a word game that takes wits, strategy and a bit of bluffing. Each round, players must add one card to the board. They can choose it to be a specific letter, or they can opt to make it wild! Either way, they have to make sure it fits, because sooner or later, somebody is going to have to face the music... do they add another letter and risk it all? Or is it time to throw down the gauntlet and challenge? These letters can form lots of different words... or can they? Is it really a word or are people bluffing? Anything can be made out of Disorder, but if it happens on your turn... you better be able to come up with the right word!

Contents:
100 Disorder cards
1 game board
50 scoring chips
EZ-Play instructions