Simultaneous Action Selection

Devious

Devious is an anti-set collection card game. Build the strongest faerie alliance over five rounds and claim the crown. To do so you must play and hold in your tableau a single faerie from each of the faerie tribes, of the highest rank possible. But be wary, a second faerie of a given tribe negates your score - and more than two plunges your score into the negatives. Seek only the highest ranking faerie from each tribe for the strongest alliance possible. But each tribe has a unique power and the ability to manipulate faeries from around the table, including your own. Gaining the upper hand will be both chaotic and devious.

To set up before the game, players decide which six faerie tribes to use in the game from the 13 suits included in the box. They can be mixed and matched so game play varies from game to game.

In each round, all players are dealt three cards. But interestingly, they are not yours, they are your opponents. You look at them, decide the order in which to stack them - and therefore in which order your opponent will later encounter them, then pass that stack in the direction of play. Likewise, you'll receive your stack in the same way.

Then look at the top card of the three-card stack and announce your intention to keep the card for your tableau or discard it, hoping for a better card your opponent may have buried deeper. If you choose to keep, discard the remaining stack of cards, without seeing them. If you choose to discard, look at the second card and choose to keep or discard. If the first two are discarded, the third card MUST be played. Did your opponent trick you into playing the worst card at the bottom of the stack. Was the best card the first card, which you discarded?

Once everyone has chosen their faerie card for the round, they are played in order of their Rank. The highest Rank plays their card into their tableau and executes the faerie's ability. Some Faerie Powers are only important for scoring purposes at the end of the game. Others have effects that target one or more faeries in play. A cunning player may choose to pass on a high ranking faerie for an ability that is more powerful when played later.

After the fifth round, players score each faerie suit in their alliances:

1 card of a Tribe: Score its Rank (from 1 to 5, depending on the card).
2 cards of the same Tribe: Score 0 points.
3-4 cards of a given Tribe: Lose points equal to the highest Ranking faerie in the Tribe.
5 or more cards of a Tribe: Score the summed value of all the fairies in the Tribe.
The player with the highest favor score wins.

Then, change the faerie bands in the deck, with their own unique powers for a new challenge and constant variety in play.

Excalibur

Leave your nobility at the door in this lighthearted game of hilarious backstabbery! Use any tool to find Excalibur and keep it safe in your “virtuous” hands.

Excalibur is a party game filled with bluffing and subterfuge. Draw tiles from Avalon to find Excalibur, then use the powers of Arthurian legends to keep it safe from the other would-be kings 'round the table!

During each round, players simultaneously draw chips from the 3 regions of Avalon on the table and then reveal them one by one, resolving their effects and discarding them. The game ends when a region of Avalon has no more chips. A player must hold the Excalibur chip to win, otherwise everyone loses.

Scurry Up!

Take on the role of squirrels racing up a tree in Scurry Up!. Simultaneously compete for valuable spaces on branches. If too many squirrels jump into a space, they knock each other off, and nobody gets the nuts, berries, or flowers!

This fast paced family strategy game is for 3-6 players and plays in about 20 minutes.

Flip Pick Towers

Flip Pick Towers is a drawing game in which players illustrate charming, playful castles to meet demands set out by the fussy nobles who wish to move in. Thanks to a huge number of scoring objectives, victory lies in constructing soaring creations full of fantastic features and characters, all the while guarding against mischievous dragons seeking to halt your progress!

Create and customize your own castle towers, adorned with banners, beanstalks, bridges, and more. Can you out-design your competition to claim the title of the most magnificent magical architect?

Click A Tree

In the tile-laying game Click A Tree, players embody Ghanaian farmers. They have adapted to climatic conditions and learned to make use of their surroundings, planting their crops in the shade of trees. In this game, you want to plant trees in a strategic arrangement, deploy your harvest workers skillfully, and reap the most harvest.

To set up, randomly draw nine of fifteen tasks; each player places the matching task strips in the empty spaces at the top of their player board, then places seven fruit markers on level 1 of their board. Each player shuffles their fourteen harvest tiles and reveals two of them. Place the seven fruit markers in a circle, then place a random landscape tile between each pair of markers to form the market. Each tile shows one of six trees, one or two fruit types, and either A, B, or AB. Each player starts with a random landscape tile in front of them.

On a turn, choose a fruit marker on your player board, lower it by one space, then collect the two landscape tiles surrounding this marker in the market. Add these tiles to your board, then choose one of your face-up harvest tiles and add it to your forest. Each sickle on the harvest tile adjacent to a landscape tile earns you one fruit of that type for each tile in that fruit group, e.g., placing a sickle next to avocados in a connected group of four tiles will raise your avocado marker four spaces on your player board.

Except sometimes it won't. A fruit marker can't rise to level 2 until you complete a task and remove that strip from your board. To complete a task, you need to arrange trees of the same type in specific configurations, or create a long line of trees, or connect trees with the same letter, or use harvest tiles in defined ways. Whenever you complete a task, you remove that strip, then push all remaining tasks up, giving your fruit markers room to move up.

You also harvest fruit when you place a landscape tile next to a sickle already in play. When all sickles on a harvest have been used, that tile is fulfilled, which lets you lower a number marker on your player board. When enough of your fruit markers move past a number marker — e.g., two past the 2 near the top of the player board, five past the 5, or all seven past the 7 — the game ends at the end of that round. If only one player has triggered the end of the game, they win; if multiple players have, they sum the value of their fruit to determine a winner.