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Shogunate

The six great clans each strive to have their leader be first in line to succeed the Shogun. Of course, you'll do so in a manner most, shall we say, honorable.

In Shogunate, each player is loyal to two clans. Your goal is to use your actions to manipulate the line of succession such that the leaders of your clans earn the most honor!

Vault Wars

Many heroes go forth to battle, but some never return; leaving behind their prized possessions. You'll be part of the bidding war for the vaults they left behind to gain valuable items -- each providing Gold, Victory Points or new abilities. Outbid your opponents, equip artifacts to gain new abilities and find the gear your up-and-coming heroes are looking for to be victorious in Vault Wars.

Players will take turns as an Auction Master, leading a cut-throat bidding war to selling off Vaults full of items to the other players.

Each Vault provides a unique experience, introducing new ways for the players to bid.
No player quite knows everything that's in a Vault, and there's lots of junk to fool your opponents into bidding on.
Between auctions, players may sell off their items to gain Gold, or save them for Victory Points -- paying storage fees to keep them around.
Collect gems for massive Victory Points, Weapons to gain lots of Gold, or rare Artifacts to gain powerful abilities.
Each player has up-and-coming heroes who are looking specific items, giving out bonus victory points (but try to keep that a secret from your opponents).

The player with the most victory points after all the auctions will be the winner!

Vault Wars is a bidding and bluffing game for 3-5 player that plays in less than an hour.

Decrypto

Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.

In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure.

Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)

The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.

When I Dream

The night has fallen and your mind is floating in the magical world of dreams. But the Dream Spirits want to have some fun tonight! They are giving their best and the dreams become strange and surreal. Become the dreamer, put on your sleeping mask and try to figure out your dream and which spirits are the Naughty ones. Become a good spirit and help the Dreamer by giving him clues about the dream before the naughty spirits mess it up. Close your eyes and dive in!

At the beginning of each round of When I Dream one player takes the role of the Dreamer and "falls asleep", wearing a cloth mask. The other players are secretly dealt their role cards determining what kind of spirits they are "good" or "naughty" or if they are just "tricksters" changing sides as the game goes by.

The whole round lasts 120 seconds in which the spirits are drawing "Dream" cards depicting a specific element of the dream, trying to describe them to the dreamer using one word each. The dreamer can guess what the element of the Dream is at any time, placing the card to the good spirits team side if the guess was correct and in the naughty spirits pile if it was not.
At the end of the round the Dreamer and the good spirits get a point for every card in the good spirits pile, when the naughty spirits get one point for every card in the naughty spirits pile. The tricksters get points according to how well balanced the two teams were at the end of the round, gaining extra points if they managed to equally balance the two piles.

At the end of the round, the dreamer must use the words he guessed and story-tell his dream for extra points before he opens his eyes.

You can learn how to play in a few minutes and have a great laugh right from the start. Each role is challenging and entertaining giving the game more depth according to the player’s imagination, providing a wonderful experience with a unique dream every round.

Battlestar Galactica: The Board Game – Daybreak Expansion

Game description from the publisher:

The Battlestar Galactica, humanity's last beacon of hope, falters and crumbles. A tenuous solidarity between human and Cylon wavers under overwhelming desperation and doubt. For those seeking the promise of peace, a single vessel guards the future. The Demetrius, guided by unknown forces, plots a course through the stars – a course for home. Many would oppose this vision of the future. In this desperate time, both human and Cylon are driven to take matters into their own hands. For some, this means risking everything. For others, this means mutiny.

Battlestar Galactica: Daybreak Expansion brings humanity's plight to its gripping climax. With two supplemental game boards, twelve new character sheets, thirty new Crisis cards, twenty-five new Skill cards, and much more, Daybreak invites players to undertake desperate missions, struggle under the constant threat of mutiny (through the addition of a Mutineer card in the Loyalty deck that can affect either human or Cylon), and bargain with Cylon Leaders driven by motives of their own!

Daybreak also includes rules and components for an optional Battlestar Galactica experience titled "The Search for Home", featuring a new endgame and a new game board for the Demetrius, the sewage processing ship that becomes the fleet's best hope of salvation.