Cerberus

Your final adventure has taken you where you should never have gone — to the underworld! You must escape and find a barque that can float you safely back. But Cerberus, the infernal watchdog, is on your heels with the intent to guard you forever.

In the semi-cooperative game Cerberus, you must help each other traverse the game board without being caught by Cerberus so that you can board the barque. Each card in your hand offers you the choice between a small effect for you or a powerful effect for the group! However, there aren’t enough seats on the barque for everyone, so sooner or later, some must be sacrificed. Will you help your group reach the exit, or will you play powerful bonus cards to lay traps for your opponents? Those caught by Cerberus get to seek revenge and victory by preventing all the adventurers from escaping…

Each game is different thanks to ten different board layouts and your ability to adjust Cerberus’ strength as you please.

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Stay Cool

Stay Cool is easy. We ask you to do nothing complicated — but you must do it all at the same time…

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Bring Your Own Book

Bring Your Own Book

In Bring Your Own Book, players take turns drawing prompts from the deck, then race to find the best phrase in their own book that satisfies the prompt.

Everyone has a book and sits in a circle. The cards are placed face-down in the middle. The starting player should also have a 1-minute timer. Each player gets four cards (with 5-7 players) or five cards (with 3-4). The starting player takes the top card off the deck, picks a prompt, and reads it aloud. Everyone except the Picker searches their book for text to match the prompt. They’re seeking for sequential text of any length: a single word, half of a sentence, a whole sentence, multiple sentences.

The first Seeker to find matching text announces “I’ve got it” and starts the timer. When the timer runs out (or every Seeker announces “I’ve got it”), each Seeker reads what they’ve found. Seekers who didn’t find text in time open to a random page and read a random sentence from it.

The Picker chooses their favorite submission and awards that Reader the card. After each round, the person to the left of the last Picker starts the next round. Once any player reaches three cards, everyone passes their book to the player on their left. This happens any time a player reaches three cards during the game. As such, it can happen as many times as there are players. It is quite possible for players to pass until they have their original book back.

The game proceeds until one player reaches the set number of cards. With 5-7 players, four cards wins it; with 3-4 players, it’s better to play to five.

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Winter Tales

Winter Tales

Winter Tales is a narrative board game of storytelling and fairy tale adventures for three to seven players, set in the grim chill of Wintertown. Players control the lives of their favorite fairy tale characters as they seek to complete quests, creating a new fable. In the course of the tale, players tell the story of soldiers battling in the streets and plazas, and rebels laying cunning traps. Can Spring return, or will Winter reign eternally? Craft a new story in Winter Tales!

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Samurai Sword

Samurai Sword

In the land of the Rising Sun, faithful Samurai protect the Shogun—their commander and lord. Cunning Ninja try to undermine the Empire, by fair means or foul. The katana blade sparkles on the battlefi eld as a lonely Ronin prepares for the struggle, plotting his revenge.

Can you find your enemies while honoring the way of the warrior?

A new game in the BANG! Game System line.

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Shadows over Camelot

shadows over camelot

Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.

Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.

On each knight’s turn, the knight takes a “heroic action”, such as moving to a new quest, building his hand, or playing cards to advance the forces of good. However, he must also choose one of three evil actions, each of which will bring Camelot closer to defeat.

Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment…

But enough words… don your cloak, climb astride your warhorse, and gallop into the Shadows to join us in Camelot!

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Shutupshow Tweets

Also, the most fun we've ever had while in a chokehold.

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