That’s Not Lemonade

It's lemonade season and you run a successful lemonade stand. Unfortunately, today you're not the only lemonade stand on the block. To settle this problem, you and your rivals agree to a lemonade drinking contest. But wait, something's wrong! Little Johnny, the neighborhood menace, is up to no good. During this contest you might take a gulp of something ... THAT'S NOT LEMONADE!

That's Not Lemonade is the simplest press-your-luck game there is. On your turn, decide if you will take a card or pass. If you get a That's Not Lemonade card, you're out for the round. The player with the most lemon cards at the end of the round wins a lemon card. First player to win 3 lemons wins.

Comes with 18 cards, 6 player tiles, and 6 mini cups.

It's the drinking game for kids!


Escape from the Aliens in Outer Space

A mysterious alien plague has crept aboard the spacestation and is transforming the human crew into horrendous monsters! The remaining crewmen desperately try to save their lives by escaping from the derelict spaceship, but in the darkness the aliens are lurking…

HUNGRY FOR HUMAN FLESH!

This a game of strategy


Blood on the Clocktower

In the quiet village of Ravenswood Bluff, ‌a demon walks amongst you…

During a hellish thunderstorm, on the stroke of midnight, there echoes a bone-chilling scream.

The townsfolk rush to investigate and find the town storyteller murdered, their body impaled on the hands of the clocktower, blood dripping onto the cobblestones below.

A Demon is


Shifty Eyed Spies

Face off in a stealthy competition of covert communication. Use a wink to signal that you have a delivery for another spy, then await their eye-shift that indicates the rendezvous location. Be discreet – if anyone intercepts you, the mission is blown!


The Champion of the Wild

Available direct from https://championofthewild.com/

The Champion of the Wild, formerly known as The Animal Games, is a light-hearted card-based social game for 3-8 players based on the following theme:

Players have attained super-stardom and handsome riches over many years due to their innate ability to communicate with and to coach animals of all different species. Now the greatest animal coaches from around the world (the participating players) have gathered for the ultimate test of their training prowess to see who will become The Champion of the Wild.

Three events are first selected - one from each of five different categories (speed, power, endurance, technical and team). These events can be any measurable activity, examples including the 100m sprint, high jump, ballroom dancing and hide-and-seek. Players are then dealt a hand of animal cards to choose from and must select one single animal to represent them across all three events, competing against the animals selected by the other players. These events are then played out by way of animated discussion and players then vote according to their opinion on the likely rankings (excluding their own animal when voting). Votes score points for the appropriate players and the player with the most points after three events wins.

The Champion of the Wild combines the fun and laughter of a conversation-driven social game with the challenge of strategic thinking required for animal selection and event tactics.

Who will be your champion?


Decrypto

A new party game with codes! Teammates try to transmit secret codes without letting the opposing team intercept them.

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.


Magic Maze

After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That's the plan anyway…but can they pull it off?

Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.

At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!


Pit Crew

While the driver gets all the attention, the pit crew are the unsung heroes of racing…

Pit Crew is a lightning-fast game where up to three teams of players must work together to get their race car back onto the track as quickly as possible. There are no turns in Pit Crew, as cards can be played at any time, but teams need to work together to make sure that their tires are properly replaced, fuel tank filled up, and engine repaired without making any costly mistakes. And will your team just go as fast as they can to get back out on the track? Or will you play smart and earn the Turbo Bonuses that can mean the difference between the checkered flag and last place?

Pit Crew challenges players to balance speed and skill in a fast-paced game of teamwork and communication.


Secrets

In Secrets, the second co-design between Eric Lang and Bruno Faidutti, players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition, one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.

On your turn, offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent, in which case they score it, or they refuse, in which case the card returns to you, and you score it. The game ends when a player has five cards, after which the teams are revealed; the team with the highest combined score wins, unless a Hippie has the single lowest score, in which case they win.

The interactions between the character cards are the spice of the game, but since the abilities are discoverable during play, the game can be taught in three minutes.


Diamant

Diamant is a quick, fun game of push-your-luck. Players venture down mine shafts by turning up cards from a deck, sharing the gems they find on the way down. Before the next card is turned up, you have the chance to leave the mine and stash your finds, including any gems you get on the way out. Why would you leave? Because the deck also contains hazards: scorpions, snakes, poison gases, explosions and rockfalls. When a duplicate hazard turns up (such as a second scorpion), anyone left in the shaft has to flee for safety and loses all the gems they got this turn. The trick is, the more players that leave, the bigger your share in the next card will be.