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Items37

22

The Menace Among Us

by game_tinkerer  • 
The Menace Among Us
Game
Four to eight players. Secret agendas make it hard to tell who drained the ship’s oxygen when everyone contributes cards to the same pile. Pick this for a hidden-role game where the cards and shared supplies drive the case you make against someone.
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23

Bang! The Dice Game

by game_tinkerer  • 
Bang! The Dice Game
Game
Three to eight players. Everyone knows who the sheriff is, while outlaws and deputies keep their loyalties secret. The dice put visible pressures on your choices, and aiming at the sheriff tells a story of its own. Players can be eliminated, so it suits groups that like a quick shootout.
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24

BANG!

by game_tinkerer  • 
BANG!
Game
Four to seven players. Everyone knows who the sheriff is, but only you know whether your job is to protect the sheriff, bring the sheriff down, or outlast everyone. A hand of cards gives you more control over when to commit than in the dice game. Players can be eliminated.
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25

Good Cop Bad Cop

by game_tinkerer  • 
Good Cop Bad Cop
Game
Four to eight players. Your own identity is spread across cards that others can investigate, and the tables turn once people start openly taking sides. Choose it for a comic-book policing theme and a bluff game with physical evidence you can point to.
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26

Crossfire

by game_tinkerer  • 
Crossfire
Game
Five to 10 players. Role cards move around before a short discussion, so knowing one person’s original card only gets you part of the way. The finale comes all at once. Choose it when you want a short round with a clear finish instead of a long chain of eliminations.
More about Crossfire
27

Saboteur

by game_tinkerer  • 
Saboteur
Game
Three to 10 players. Build a public tunnel toward the gold while hidden saboteurs try to block it. You can reveal what you think by placing a card, which suits a group that wants suspicion and teamwork with less talking. The action cards can temporarily stop someone from digging.
More about Saboteur
28

Dead of Winter: A Crossroads Game

by game_tinkerer  • 
Dead of Winter: A Crossroads Game
Game
Two to five players overall. Bring at least three for the hidden-betrayer setup. The colony needs supplies and each player has a private goal. Choose it when you want the survival work to matter as much as the guessing. An exiled player gets a new objective and continues playing.
More about Dead of Winter: A Crossroads Game
29

Shadows over Camelot

by game_tinkerer  • 
Shadows over Camelot
Game
Three to seven players. Most of the group takes on quests to protect Camelot, and a possible traitor can work against them. Visible quests let you make decisions even if nobody has been accused yet. Try it with players who like working through multiple threats at once.
More about Shadows over Camelot
30

Werewords

by game_tinkerer  • 
Werewords
Game
Four to 10 players. The village asks yes-or-no questions to find a magic word. One werewolf already knows it and tries to waste time, while a seer can help without attracting attention. It’s a short round for groups that enjoy word games and want everyone to have something useful to do.
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31

Mascarade

by game_tinkerer  • 
Mascarade
Game
Four to 12 players for the current Repos edition. Cards can move while you’re barred from looking at them, so the claim you make about your character may be wrong even if you were telling the truth a minute ago. Nobody has to leave the table after a bad guess.
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32

Shadow Hunters

by game_tinkerer  • 
Shadow Hunters
Game
Four to eight players. Neutral characters complicate the contest between the hidden teams, and certain cards let you test someone else’s claim. Players can be eliminated. Pick it when your group wants to infer roles from actions on a board as well as from what people say.
More about Shadow Hunters
33

Dark Moon

by game_tinkerer  • 
Dark Moon
Game
Three to seven players. Roll dice in secret and choose which result to contribute to repairs and other tasks. An infected player can blame a bad result on chance, so the mystery stays tied to the station’s problems. A revealed infected player keeps working against the others.
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34

Human Punishment: Social Deduction 2.0

by game_tinkerer  • 
Human Punishment: Social Deduction 2.0
Game
Four to 16 players. Humans, machines, and outlaws have different aims, and hidden cards can complicate which side you are really on. Pick it for a table that likes multiple factions and surprises. Players can be eliminated.
More about Human Punishment: Social Deduction 2.0
35

Stationfall

by game_tinkerer  • 
Stationfall
Game
One to nine players. In group play, moving a character needn’t reveal which one you actually want to save. Try it if you like inferring motives from moves on the board and can handle a longer rules teach.
More about Stationfall
36

Don’t Mess with Cthulhu

by game_tinkerer  • 
Don’t Mess with Cthulhu
Game
Four to eight players in the Deluxe edition. Investigators try to uncover the clues they need before the cultists can wake Cthulhu. Everyone can hear the claims about what’s hidden, so you can point out a mismatch without leading the discussion.
More about Don’t Mess with Cthulhu
37

Night of the Ninja

by game_tinkerer  • 
Night of the Ninja
Game
Four to 11 players. Draft secret jobs, then use their powers to learn roles or take players out before the teams are revealed. A player can fall before a round ends, but the rounds reset quickly. Pick it for a game with more small tactical decisions and less open debate.
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