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The Key: Escape from Strongwall Prison

There's been a spectacular prison break, and three well-known criminals from previous The Key cases are on the run again! How could that happen?

The Key: Escape from Strongwall Prison is the trickiest case of The Key series because more than just instinct is required here. You have to combine all types of hints and clues to determine escape types, laundry carts, hiding places, and gang affiliations. The right numerical code or key puts the three dangerous gang bosses back behind bars. Attention: It is not necessarily the fastest who wins here, but the most efficient investigator genius!

—description from the publisher

The Key: Royal Star Casino Burglary

A severe series of burglaries shakes the Royal Star Casino. How did the three perpetrators get the sensitive data?

The Royal Star Casino has been shocked by a series of burglaries that have shaken the gambling world. Somehow three perpetrators accessed the sensitive data, but how? Players will start their investigations by combining all the clues about vault numbers, perpetrators, time of the crimes, and the codes entered. In the game cards for this case, the torn edges of currency straps must be examined, elevator movements must be put in the right order, and code tiles must be correctly put together. Witness statements about the activities on the evening of the crime add extra suspense until the correct number code appears that will put the burglars behind bars.

In The Key: Royal Star Casino Burglary, the players take up the investigative work and combine all the clues to safe numbers, perpetrators, times of the crime, and the codes entered. Only the correct number code will bring the burglar back under lock and key.

—description from the publisher

Sides

Every word counts, so focus and think carefully about your choices.

In the brain-teasing co-operative game Sides, you have to weigh your options and wisely choose your words.

The objective of the game is simple: Each round, help two detectives find a mystery word. To do so, the other players (the witnesses) give detectives a one-word clue that starts with the letter at either end of the letter-card line.

The detectives then jointly offer an answer, and if they found the solution, two other players become the detectives and a new word is uncovered; if not, the witness players suggest a new clue with a new letter card. The fewer the clues used and the more words guessed, the higher the score. Will you beat the world record?

What the Cup!?

What The Cup!? is a game of luck and lies where you must do whatever it takes to end up with the highest or lowest value die.

Sabotage your opponents by changing the winning target, or follow card directives to spy, swap, re-roll, or reveal dice.

Bet your chips to raise the stakes and bluff your way to victory. Does your cup hold the winner?

In What The Cup!?, Each player shakes their cup with d12, peeking at the die value. Play starts with drawing a card from the pile - the player can take the action on the card (Spy, Swap, Re-roll, Reveal) or choose to flip the High/Low token.

Play continues around the table until the end-round card appears from the draw pile - the player with either the highest or lowest dice value (based on the token) wins the round!

The die don’t lie... but YOU can try!

–description from publisher

Beast

Welcome to the Northern Expanse, a place where nature is still unexplored, mystical and dangerous. When the humans first arrived, they thought they found an unspoiled paradise, filled with bountiful forests, lakes swimming with fish and cold freshwater flowing from the mountains. But as their settlements expanded and the surrounding forests grew thinner, nature itself pushed back. Great creatures known as Beasts emerged, and with their fangs, claws and mystical powers, they proved an incredible threat to the humans. In order to protect the settlements, humans enlisted specialised hunters, tasked with tracking and killing the Beasts before too many of their kin perish.

The Beast uses a deck of direction cards to move over forests, swamps and caverns, using guile and deceit to hide its track from the hunters. However, whenever a hunter moves over a location where the Beast has previously been, a trail appears. Only when a hunter searches a location or the Beast itself attacks an unsuspecting target is the Beast's actual position revealed. More so, each hunter has but one chance of searching each round, making it a tense and difficult decision. Hunters seldom have full information whether the trail they’re pursuing contains the Beast’s actual location, or if the trail has already gone cold.

Each action you perform in this game is done by playing a card from your hand (up to a maximum of two cards per turn). This means that if a player wants to search, attack or move, they need to have a card in their hand that lets them do that. Before each round, both hunters and Beast participate in a draft for the most important cards. All action cards can be used by both Beast and hunters alike.

In order to win this game, you either need to cooperate every step of the way if you play as a hunter, or skillfully outmaneuver your opponents if you play as Beast. On their own, hunters are never stronger than the Beast. Only when hunters communicate, strategize and combine their actions can they bring down the Beast before it’s too late.

—description from the designer