deduction

Destination X

Description from the publisher:

Destination X is a different kind of game experience: One player takes the moderator role as a spy on the run, while the remaining players are detectives who must cooperate and use their deductive skills and geographical knowledge to track down the spy and identify their secret destination.

At the beginning of each round, six destination cards are placed face up on the table. The spy secretly chooses one of the destinations, and flips to the chosen country's page in the handbook. Each detective is given three informant cards, and in turn each detective must play an informant to get information about the spy's secret destination. The spy must find the relevant information in the handbook and answer truthfully. The informants may provide information on various aspects such as population, industry, religion, history, economy, and so on. After a detective has played an informant, the detective must also eliminate one of the destinations on the table.

At any time, the detectives can decide to guess on the spy's destination. If they guess correctly, the detectives win the round; otherwise the spy wins. The spy also wins if the detectives run out of informant cards, so the detectives must manage their resources well and not spend too much time or else the spy will manage to get away. The first side to win three rounds wins the game.

No prior geographic knowledge is needed to play. Since Destination X is a team-based game, it can be played in groups of any number of players.

Guess Who? (kids)

The mystery face game where you flip over a collection of faces with different color hair, eye color, hair, hats, glasses etc. to deduce who the secret person is that your opponent has chosen. You flip over the hooked tiles as you narrow your choices by asking characteristic questions.

Awards

1989 Årets Børnespil, Childrens Game of the Year Denmark

Atlas: Enchanted Lands

Atlas: Enchanted Lands is an elegant card game set in a world of fairies and magic. Play cards to reveal a certain place and time — and place your stake in one of the two. Explore a location at dawn, day, sunset, and night, or see what the whole land looks like in the dark. Each card offers two choices, and it's up to you to uncover the world that awaits.

In more detail, players are challenged to predict the time or place that will be uncovered first. Cards laid on the board will complete sets. Depending on the cards chosen by the players, sets of similar cards or numerically ascending cards will be revealed, granting points to the players that deduced the correct combination.

Mythos Tales

Macabre detection in the worlds of H.P. Lovecraft

Welcome to H.P. Lovecraft’s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham - your job is to follow the clues from location to location, suspect to suspect - to unravel the mystery and answer the questions posed at the end of each scenario.

Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.

Match wits with Armitage's final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?

With that in mind it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.

The cases that appear in print edition are:

Case 1 - A Grain of Evil
Case 2 - Flesh and Blood
Case 3 - The King Cometh
Case 4 - The Slumbering Solace
Case 5 - The Serpent's Vengeance
Case 6 - The Star of Tokelau
Case 7 - The Vanished Girl
Case 8 - Pasquel's Wager

Two Rooms and a Boom

In Two Rooms and a Boom – a social deduction/hidden role party game for six or more players – there are two teams: the Red Team and the Blue Team. The Blue Team has a President. The Red Team has a Bomber. Players are equally distributed between two rooms (i.e., separate playing areas). The game consists of five timed rounds. At the end of each round, some players will be swapped into opposing rooms. If the Red Team's Bomber is in the same room as the President at the end of the game, then the Red Team wins; otherwise the Blue Team wins. Lying encouraged.