Card Game

Flowers: A Mandala Game

In Flowers: A Mandala Game, your goal is to collect flower tiles by achieving majorities through clever card play. Skillfully build mandalas to claim the best tiles, combining and multiplying them to create exquisite flowers of your own!

To set up, layout the game cloth showing three large "mandala" flowers. Shuffle the 36 half-flower tiles in separate decks — 18 each of black and white, with the black flowers being gray, purple, and red on the opposite side and the white ones being green, orange, and yellow — then place one black tile and one white tile face up in each flower. Each player starts with a hand of cards, with the cards coming in six colors that match the flower tile colors.

On a turn, a player lays down one or more cards of the same color onto one of the flowers. (Each player keeps their played cards separate, facing toward themselves.) If that color is already present in the mandala, the player then flips the card(s) face down; if not, the player leaves them face up. If the player laid down one card, they draw two cards from the deck; if they played two or more, they don't draw any cards.

After playing, if you have at least one face-up card on a flower and more cards than any other player, take that flower's "claim" token and place it on your cards. Then, if that flower now has all six colors face up around it, destroy the mandala. Whoever has the claim token on their cards places one of the flower tiles from this mandala in front of themselves; if they already have a flower tile of the same color, they flip this "complete" flower face down. Whoever has the secondmost cards on this mandala takes the second flower tile. Anyone who took a flower tile discards all of their played cards on this mandala; everyone else returns their played cards to their hand. Draw a black tile and white tile from the stack to create a new mandala.

Continue play until someone completes their third flower, then everyone scores their points. Each separate flower half is worth as many points as the number of flowers on it. For each complete flower, if one of the tiles is 3x, triple the number of flowers on the other tile; if both tiles have flowers, double the number of flowers on the tile with fewer flowers. Whoever has the most points wins.

Secret Hitler

Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority.

At the beginning of the game, players close their eyes, and the fascists reveal themselves to one another. Secret Hitler keeps his eyes closed, but puts his thumb up so the fascists can see who he is. The fascists learn who Hitler is, but Hitler doesn't know who his fellow fascists are, and the liberals don't know who anyone is.

Each round, players elect a President and a Chancellor who will work together to enact a law from a random deck. If the government passes a fascist law, players must try to figure out if they were betrayed or simply unlucky. Secret Hitler also features government powers that come into play as fascism advances. The fascists will use those powers to create chaos unless liberals can pull the nation back from the brink of war.

The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.

Isle of Night

You've heard tales of a mysterious island filled with treasures and wonders, but it appears only at night. With your loyal hound at your side, you row at dusk toward the island, eager to uncover its secrets and confront its dangers.

In Isle of Night, two to five players explore an island represented by a deck of cards. On your turn, draw cards from the deck and choose one type of card to keep. Any unclaimed cards remain from turn to turn, creating a growing pool of choices and a greater sense of tension. Some cards allow you to manipulate the point value of different types of cards, encouraging strategic shifts in play and exciting, memorable moments.

Isle of Night can fit in your jacket pocket and takes around 20 minutes to play.

—description from the publisher

Let's Go! To Japan

In Let's Go! To Japan, you are a traveler planning, then experiencing your own dream vacation to Japan.

The game consists of thirteen rounds in which players draw activity cards illustrated by Japan-based artists and strategically place them in different days in their week-long itinerary. These can't-miss tourist attractions will have you bouncing between Tokyo and Kyoto as you try to puzzle out the optimal activities to maximize your experience while balancing your resources. The game ends with a final round in which you ultimately go on your planned trip, activating each of your cards in order along the way.

The player who collects the most points by the end of their trip wins!

-description from designer

Coyote

One day Coyote crossed the river with his friends, but he was carrying too many things and almost drowned before Bear pulled him out of the water. Poor Coyote had lost everything.

They sat down by a fire to dry off and rest. Coyote became jealous of the other animals because they still had all their things, so he challenged them to a bluffing game to win their belongings. The other animals agreed to the challenge as they thought Coyote would never win. After all, he is known to never tell the truth — but in this game everybody has to lie because no one knows the truth...

In the bluffing game Coyote, you always see the cards of the other players, but never your own. When it's your turn, you must announce a number that is less than the total of all the cards in the game, yet higher than the previous number given. Alternatively, you can challenge the number previously announced. Finally, when all the cards are revealed, you'll see who has the cunning Coyote on their side.

Coyote is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in copper. As in the tradition of the Northwest Coast Tribes, copper is a symbol of prosperity and cultural wealth.

The artist Zona Evon Shroyer (Yupik Alaskan Native) is a master of the traditional Northwest Coastal art, whose richness of detail and complexity requires years of study and practice. For the cover illustration of Coyote, she designed a modern silhouette for the coyote, which she then filled in a classical manner with other animal motifs: turtle, beaver, and bear — the animals that he is sitting around the fire with and playing a game, in our little story.

—description from the publisher