Ratings: Our 5 Favourite New Card Games in 2021! – with Shut Up & Sit Down

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#5. The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space.

With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

8.0
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
Language: 1.2

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space.

With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

8.0
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
Language: 1.2
Not available
at the moment
#5. The Crew: Mission Deep Sea

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but

with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

9.0
2-5 Players
20 Min
Age: 10+
Complexity: 0.0

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but

with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

9.0
2-5 Players
20 Min
Age: 10+
Complexity: 0.0
Not available
at the moment
#4. Oriflamme

In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

7.3
3-5 Players
15-30 Min
Age: 10+
Complexity: 1.5

In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

7.3
3-5 Players
15-30 Min
Age: 10+
Complexity: 1.5
Not available
at the moment
#4. Oriflamme: Ablaze

In Oriflamme and Oriflamme Embrasement, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

In Oriflamme Embrasement (second installment of the award winning game Oriflamme), the incendiary war threatens to bring the kingdom to the ground. But nothing will stop your house to conquer the throne by putting forward every inch of your famous lust for power and vengeance.

Oriflamme Embrasement offers 11 new action cards that can be mixed with Oriflamme or be used as a standalone.

—description from the publisher (translated)

8.0
3-5 Players
15-30 Min
Age: 10+
Complexity: 3.0

In Oriflamme and Oriflamme Embrasement, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

In Oriflamme Embrasement (second installment of the award winning game Oriflamme), the incendiary war threatens to bring the kingdom to the ground. But nothing will stop your house to conquer the throne by putting forward every inch of your famous lust for power and vengeance.

Oriflamme Embrasement offers 11 new action cards that can be mixed with Oriflamme or be used as a standalone.

—description from the publisher (translated)

8.0
3-5 Players
15-30 Min
Age: 10+
Complexity: 3.0
Not available
at the moment
#3. Fantasy Realms

Description from the publisher:

As ruler, it's up to you to build the mightiest realm in the world! Will you choose to follow military tactics and sweep away all in your path with a massive army? Will you turn towards sorcery and control an inaccessible island surrounded by impenetrable flames? The choice is yours, and no two realms will ever be the same in Fantasy Realms, a combo-licious card game.

Fantasy Realms takes seconds to learn: Draw a card, discard a card — though you can draw from the deck or the discard area!

Make the best hand you can by making the best combos. The game ends when ten cards are in the discard area. Aim for the highest score to win!

To make scoring easier, the WizKids Games Companion offers a scoring helper for Fantasy Realms! After your game is complete, input your cards into the app & instantly see who won! Also a handy lookup of all cards! Available on iOS and Google Play.

7.4
3-6 Players
20 Min
Age: 14+
Complexity: 1.7

Description from the publisher:

As ruler, it's up to you to build the mightiest realm in the world! Will you choose to follow military tactics and sweep away all in your path with a massive army? Will you turn towards sorcery and control an inaccessible island surrounded by impenetrable flames? The choice is yours, and no two realms will ever be the same in Fantasy Realms, a combo-licious card game.

Fantasy Realms takes seconds to learn: Draw a card, discard a card — though you can draw from the deck or the discard area!

Make the best hand you can by making the best combos. The game ends when ten cards are in the discard area. Aim for the highest score to win!

To make scoring easier, the WizKids Games Companion offers a scoring helper for Fantasy Realms! After your game is complete, input your cards into the app & instantly see who won! Also a handy lookup of all cards! Available on iOS and Google Play.

7.4
3-6 Players
20 Min
Age: 14+
Complexity: 1.7
Not available
at the moment
#2. Royal Visit

An unusual, complex, yet tightly balanced board/card game for two from the prolific Reiner Knizia. The original title, "Auf der Reeperbahn...," alludes to a popular German movie from 1954.

Near the center of a 17-space track start the six game figures which the players compete to attract to their opposite ends of the board. You play as many cards of the same color on your turn as you wish, and much of the movement is a direct result of card play: e.g., by playing a red 4 you bring the red figure ("Rote Lola" or "Dancing Deb") 4 spaces closer to your end of the board.

However, there are special tricks and restrictions which must be learned and held firmly in mind before the sense of the game begins to emerge. The central green figure ("Brilli-Lilli" or "Saucy Sue") which wins for you if the game ends with her on your half of the board, for example, can only move within the bounds of her "bodyguards," two grey figures. The yellow figure ("Blonde Hans" or "Handsome Hal") can summon, without benefit of a card played, any of these three figures to his square. The companion green figure ("Schampus-Charly" or "Champagne Charlie") which can also win the game if you get him into one of the two spaces at your end of the board (your "nightclub"), only moves toward you if the board situation at the end of your turn involves both bodyguards on your half of the board and/or one (or more) of the other figures in your nightclub. And so on.

The game, part of the Kosmos two-player series, is one of attack and counterattack, defense and forward thinking, and can be won early or on the turn of the last card on the second time through the deck. At 10-20 minutes, it begs to be played again immediately.

6.3
2-2 Players
20-30 Min
Age: 12+
Complexity: 1.7

An unusual, complex, yet tightly balanced board/card game for two from the prolific Reiner Knizia. The original title, "Auf der Reeperbahn...," alludes to a popular German movie from 1954.

Near the center of a 17-space track start the six game figures which the players compete to attract to their opposite ends of the board. You play as many cards of the same color on your turn as you wish, and much of the movement is a direct result of card play: e.g., by playing a red 4 you bring the red figure ("Rote Lola" or "Dancing Deb") 4 spaces closer to your end of the board.

However, there are special tricks and restrictions which must be learned and held firmly in mind before the sense of the game begins to emerge. The central green figure ("Brilli-Lilli" or "Saucy Sue") which wins for you if the game ends with her on your half of the board, for example, can only move within the bounds of her "bodyguards," two grey figures. The yellow figure ("Blonde Hans" or "Handsome Hal") can summon, without benefit of a card played, any of these three figures to his square. The companion green figure ("Schampus-Charly" or "Champagne Charlie") which can also win the game if you get him into one of the two spaces at your end of the board (your "nightclub"), only moves toward you if the board situation at the end of your turn involves both bodyguards on your half of the board and/or one (or more) of the other figures in your nightclub. And so on.

The game, part of the Kosmos two-player series, is one of attack and counterattack, defense and forward thinking, and can be won early or on the turn of the last card on the second time through the deck. At 10-20 minutes, it begs to be played again immediately.

6.3
2-2 Players
20-30 Min
Age: 12+
Complexity: 1.7
Not available
at the moment
#1. Codex: Base Set

This Starter Set lets you try out the game with the Bashing and Finesse heroes. Once you go beyond the Starter Set, you'll get to play 3 heroes at at time and have access to a lot more cards during the course of a game. That said, the Starter Set helps you learn how the Codex system works with fewer cards that are simpler.

Codex: Card-Time Strategy is a customizable, non-collectable card game set in the Fantasy Strike universe that's inspired by real-time strategy video games such as Starcraft and Warcraft 3.

7.0
2-2 Players
45 Min
Age: 13+
Complexity: 3.0

This Starter Set lets you try out the game with the Bashing and Finesse heroes. Once you go beyond the Starter Set, you'll get to play 3 heroes at at time and have access to a lot more cards during the course of a game. That said, the Starter Set helps you learn how the Codex system works with fewer cards that are simpler.

Codex: Card-Time Strategy is a customizable, non-collectable card game set in the Fantasy Strike universe that's inspired by real-time strategy video games such as Starcraft and Warcraft 3.

7.0
2-2 Players
45 Min
Age: 13+
Complexity: 3.0
Not available
at the moment
#1. Codex Naturalis

In CODEX Naturalis, you must continue the work of the illuminating monk Tybor Kwelein, assembling the pages of a manuscript that lists the living species in primary forests. Can you put the pages together in the best order possible? And are you prepared to sacrifice a species to develop your manuscript?

In the game, each player starts with a single card on the table, a card that shows some combination of the four possible resources in the middle of the card, in the corners of the card, or both. Players also have two resource cards and one prestige card in hand, while two of each type of card are visible on the table.

On a turn, you place a card from your hand on top of one or more exploration zones that are on cards you already have in play. An "exploration zone" is a fenced-off corner of the card; your starting card has four such zones, one in each corner, while resource and prestige cards have only three.

Resource cards have no cost to be played, and they often depict resource symbols in their exploration zones.

Prestige cards deliver points when played, but they often have a resource requirement, e.g., three leaves or two wheat/one water/one stone, and you must have those resources visible in your manuscript at the time you play the prestige card. You score points from this card immediately, with some cards having a fixed value and others a variable one depending on how many of a certain symbol are showing or how many exploration zones you covered this turn.

If you wish, you can play a card from your hand face down; such a card has four exploration zones and one ressource, but provides no points. After you play, draw a face-up card or the top card of either deck to refill your hand.

When a player reaches 20 points, you complete the round, then each player takes one additional turn. Players then score points based on how well they matched two public objective cards and one secret objective card, after which the player with the most points wins.

7.7
2-4 Players
20-30 Min
Age: 7+
Complexity: 2.0

In CODEX Naturalis, you must continue the work of the illuminating monk Tybor Kwelein, assembling the pages of a manuscript that lists the living species in primary forests. Can you put the pages together in the best order possible? And are you prepared to sacrifice a species to develop your manuscript?

In the game, each player starts with a single card on the table, a card that shows some combination of the four possible resources in the middle of the card, in the corners of the card, or both. Players also have two resource cards and one prestige card in hand, while two of each type of card are visible on the table.

On a turn, you place a card from your hand on top of one or more exploration zones that are on cards you already have in play. An "exploration zone" is a fenced-off corner of the card; your starting card has four such zones, one in each corner, while resource and prestige cards have only three.

Resource cards have no cost to be played, and they often depict resource symbols in their exploration zones.

Prestige cards deliver points when played, but they often have a resource requirement, e.g., three leaves or two wheat/one water/one stone, and you must have those resources visible in your manuscript at the time you play the prestige card. You score points from this card immediately, with some cards having a fixed value and others a variable one depending on how many of a certain symbol are showing or how many exploration zones you covered this turn.

If you wish, you can play a card from your hand face down; such a card has four exploration zones and one ressource, but provides no points. After you play, draw a face-up card or the top card of either deck to refill your hand.

When a player reaches 20 points, you complete the round, then each player takes one additional turn. Players then score points based on how well they matched two public objective cards and one secret objective card, after which the player with the most points wins.

7.7
2-4 Players
20-30 Min
Age: 7+
Complexity: 2.0
Not available
at the moment
#1. Stick 'Em

In the trick-taking card game Stick 'Em, first released as Sticheln, players seek to gather points each hand by taking as many cards as possible of all but one color, while trying to avoid cards of one color of their choosing.

In more detail, at the beginning of each hand, each player simultaneously selects and reveals one card from their hand, with the color of this card representing their "pain" color. At the end of the hand, each card of this color that they've collected (including their initial choice from their hand) is worth negative points equal to the card's face value. Each card of another color that this player has collected is worth 1 point.

To play out the hand, the active player leads a card, then each other player in clockwise order plays one card. If all cards are of the same color, then whoever played the highest card collects these cards, then leads the next trick; if all cards are not of the same color, then whoever played the highest card of a color not initially led collects these cards, then leads the next trick. (One exception: A zero card can never win a trick.) In effect, each color played in a particular trick that doesn't match the color of the card led is considered a trump card, and the highest trump wins. In the event of a tie, the earlier played card breaks the tie.

Play as many hands as the number of players in the game, summing each player's points over those hands to determine a winner.

Some versions of Sticheln allow for play with up to six players, while the third and fourth German editions of the game include enough cards to allow for play with up to eight players. (These versions also allow players to play the game Hattrick by the same designer, with rules for this game included as a variant.)

7.0
3-8 Players
30-60 Min
Age: 10+
Complexity: 1.9

In the trick-taking card game Stick 'Em, first released as Sticheln, players seek to gather points each hand by taking as many cards as possible of all but one color, while trying to avoid cards of one color of their choosing.

In more detail, at the beginning of each hand, each player simultaneously selects and reveals one card from their hand, with the color of this card representing their "pain" color. At the end of the hand, each card of this color that they've collected (including their initial choice from their hand) is worth negative points equal to the card's face value. Each card of another color that this player has collected is worth 1 point.

To play out the hand, the active player leads a card, then each other player in clockwise order plays one card. If all cards are of the same color, then whoever played the highest card collects these cards, then leads the next trick; if all cards are not of the same color, then whoever played the highest card of a color not initially led collects these cards, then leads the next trick. (One exception: A zero card can never win a trick.) In effect, each color played in a particular trick that doesn't match the color of the card led is considered a trump card, and the highest trump wins. In the event of a tie, the earlier played card breaks the tie.

Play as many hands as the number of players in the game, summing each player's points over those hands to determine a winner.

Some versions of Sticheln allow for play with up to six players, while the third and fourth German editions of the game include enough cards to allow for play with up to eight players. (These versions also allow players to play the game Hattrick by the same designer, with rules for this game included as a variant.)

7.0
3-8 Players
30-60 Min
Age: 10+
Complexity: 1.9
Not available
at the moment
#1. Anansi

Some say Anansi is a trickster, but he is a spider for sure and sometimes even a man. Let me tell you why he is also known as the "Keeper of Stories": One day, Anansi decided to gather all stories and become the wisest of all. After many years, he finally had all the stories in the world, but poor Anansi did not feel any wiser. Eventually he realized that true wisdom is not achieved by keeping knowledge to yourself, so he decided to share his stories and inspire people with them — and believe it or not, that was how this game was made!

In the trick-taking card game Anansi, you have to be smart about which tricks you are trying to get. Each trick represents a story, but stories untold are worth only a little. If you can acquire followers — by playing a card not to the trick, but for its indicated number of followers — you can match up your followers with stories to inspire them, and inspiring all your followers should always be your goal because this grants you the trickster's favor and sweet bonus points.

Note that cards played to gain followers can affect the trump suit, which means that the trump can change several times in a game. It is up to you to adapt to the new situation!

Anansi is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in purple. For such a rich and cultural theme, publisher HeidelBÄR Games paired up with Nigerian artist Dayo Baiyegunhi and South African artist Emmanuel Mdlalose to create a unique and colorful look for the story world of Anansi.

7.3
3-5 Players
25-35 Min
Age: 10+
Complexity: 2.0

Some say Anansi is a trickster, but he is a spider for sure and sometimes even a man. Let me tell you why he is also known as the "Keeper of Stories": One day, Anansi decided to gather all stories and become the wisest of all. After many years, he finally had all the stories in the world, but poor Anansi did not feel any wiser. Eventually he realized that true wisdom is not achieved by keeping knowledge to yourself, so he decided to share his stories and inspire people with them — and believe it or not, that was how this game was made!

In the trick-taking card game Anansi, you have to be smart about which tricks you are trying to get. Each trick represents a story, but stories untold are worth only a little. If you can acquire followers — by playing a card not to the trick, but for its indicated number of followers — you can match up your followers with stories to inspire them, and inspiring all your followers should always be your goal because this grants you the trickster's favor and sweet bonus points.

Note that cards played to gain followers can affect the trump suit, which means that the trump can change several times in a game. It is up to you to adapt to the new situation!

Anansi is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in purple. For such a rich and cultural theme, publisher HeidelBÄR Games paired up with Nigerian artist Dayo Baiyegunhi and South African artist Emmanuel Mdlalose to create a unique and colorful look for the story world of Anansi.

7.3
3-5 Players
25-35 Min
Age: 10+
Complexity: 2.0
Not available
at the moment
#1. Spicy

Once upon a time, three big cats became exhausted fighting to be top cat. They agreed to quit the fight and spice up their nine lives with a hot spice eating contest. Alas, everyone was soon cheating, so the cats invented a very hot, often tearful, bluffing game.

Spicy is a bluffing card game for 2-6 players. The cards are played face down, so you can cheat when you announce your card. That said, this clever card game isn't just about bluffing for you can almost always play a card that is at least half right if you cleverly play your hand. This means tactically deciding which card to use to get through: Do I play a "Pepper 10" or a color wild on a "Wasabi 9" and declare it a "Wasabi 10"? Or do I better pass because surely someone has noticed me thinking for so long now?

Spicy contains six game-variant cards, but even without these a high replayability is guaranteed.

The cards are illustrated with forty separate pieces of art. In addition, not only the game box sparkles in chic metallic gold, but also the card backs are adorned with a gold-colored finish.

7.3
2-6 Players
15-20 Min
Age: 10+
Complexity: 1.6

Once upon a time, three big cats became exhausted fighting to be top cat. They agreed to quit the fight and spice up their nine lives with a hot spice eating contest. Alas, everyone was soon cheating, so the cats invented a very hot, often tearful, bluffing game.

Spicy is a bluffing card game for 2-6 players. The cards are played face down, so you can cheat when you announce your card. That said, this clever card game isn't just about bluffing for you can almost always play a card that is at least half right if you cleverly play your hand. This means tactically deciding which card to use to get through: Do I play a "Pepper 10" or a color wild on a "Wasabi 9" and declare it a "Wasabi 10"? Or do I better pass because surely someone has noticed me thinking for so long now?

Spicy contains six game-variant cards, but even without these a high replayability is guaranteed.

The cards are illustrated with forty separate pieces of art. In addition, not only the game box sparkles in chic metallic gold, but also the card backs are adorned with a gold-colored finish.

7.3
2-6 Players
15-20 Min
Age: 10+
Complexity: 1.6
Not available
at the moment
#1. Coyote

One day Coyote crossed the river with his friends, but he was carrying too many things and almost drowned before Bear pulled him out of the water. Poor Coyote had lost everything.

They sat down by a fire to dry off and rest. Coyote became jealous of the other animals because they still had all their things, so he challenged them to a bluffing game to win their belongings. The other animals agreed to the challenge as they thought Coyote would never win. After all, he is known to never tell the truth — but in this game everybody has to lie because no one knows the truth...

In the bluffing game Coyote, you always see the cards of the other players, but never your own. When it's your turn, you must announce a number that is less than the total of all the cards in the game, yet higher than the previous number given. Alternatively, you can challenge the number previously announced. Finally, when all the cards are revealed, you'll see who has the cunning Coyote on their side.

Coyote is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in copper. As in the tradition of the Northwest Coast Tribes, copper is a symbol of prosperity and cultural wealth.

The artist Zona Evon Shroyer (Yupik Alaskan Native) is a master of the traditional Northwest Coastal art, whose richness of detail and complexity requires years of study and practice. For the cover illustration of Coyote, she designed a modern silhouette for the coyote, which she then filled in a classical manner with other animal motifs: turtle, beaver, and bear — the animals that he is sitting around the fire with and playing a game, in our little story.

—description from the publisher

7.0
3-6 Players
15-25 Min
Age: 10+
Complexity: 0.0

One day Coyote crossed the river with his friends, but he was carrying too many things and almost drowned before Bear pulled him out of the water. Poor Coyote had lost everything.

They sat down by a fire to dry off and rest. Coyote became jealous of the other animals because they still had all their things, so he challenged them to a bluffing game to win their belongings. The other animals agreed to the challenge as they thought Coyote would never win. After all, he is known to never tell the truth — but in this game everybody has to lie because no one knows the truth...

In the bluffing game Coyote, you always see the cards of the other players, but never your own. When it's your turn, you must announce a number that is less than the total of all the cards in the game, yet higher than the previous number given. Alternatively, you can challenge the number previously announced. Finally, when all the cards are revealed, you'll see who has the cunning Coyote on their side.

Coyote is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in copper. As in the tradition of the Northwest Coast Tribes, copper is a symbol of prosperity and cultural wealth.

The artist Zona Evon Shroyer (Yupik Alaskan Native) is a master of the traditional Northwest Coastal art, whose richness of detail and complexity requires years of study and practice. For the cover illustration of Coyote, she designed a modern silhouette for the coyote, which she then filled in a classical manner with other animal motifs: turtle, beaver, and bear — the animals that he is sitting around the fire with and playing a game, in our little story.

—description from the publisher

7.0
3-6 Players
15-25 Min
Age: 10+
Complexity: 0.0
Not available
at the moment
#1. Liars Dice Board Game

Liar's Dice, a.k.a. Bluff, Perudo or Dudo, is a South American dice game in which each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.

As a public domain dice game, there are a number of variants or similar games called Liar's Dice. This includes one that is often played with Poker Dice, and differs from the marketed versions in that players only declare on their own hand's value (as opposed to all dice being in play), using poker-hand values.

6.9
2-6 Players
15-30 Min
Age: 8+
Complexity: 1.3
Language: 1.0

Liar's Dice, a.k.a. Bluff, Perudo or Dudo, is a South American dice game in which each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.

As a public domain dice game, there are a number of variants or similar games called Liar's Dice. This includes one that is often played with Poker Dice, and differs from the marketed versions in that players only declare on their own hand's value (as opposed to all dice being in play), using poker-hand values.

6.9
2-6 Players
15-30 Min
Age: 8+
Complexity: 1.3
Language: 1.0
Not available
at the moment
#1. Shamans

Shamans try to restore harmony in a world threatened by Shadows. You'll need to pick a side.

The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic.

Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans.

When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation.

—description from the publisher (translated)

7.3
3-5 Players
30-60 Min
Age: 10+
Complexity: 0.0

Shamans try to restore harmony in a world threatened by Shadows. You'll need to pick a side.

The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic.

Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans.

When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation.

—description from the publisher (translated)

7.3
3-5 Players
30-60 Min
Age: 10+
Complexity: 0.0
Not available
at the moment
#1. Claim

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that affects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

7.0
2-2 Players
25 Min
Age: 10+
Complexity: 1.7

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that affects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

7.0
2-2 Players
25 Min
Age: 10+
Complexity: 1.7
Not available
at the moment
#1. Claim 2

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim 2 is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

Claim 2 is a standalone sequel to Claim, featuring five new factions that can be played on their own or mixed in any combination with the factions in Claim.

7.1
2-2 Players
25 Min
Age: 10+
Complexity: 1.5

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim 2 is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

Claim 2 is a standalone sequel to Claim, featuring five new factions that can be played on their own or mixed in any combination with the factions in Claim.

7.1
2-2 Players
25 Min
Age: 10+
Complexity: 1.5
Not available
at the moment

Ratings: Our 5 Favourite New Card Games in 2021! – with Shut Up & Sit Down

Check "Our 5 Favourite New Card Games in 2021!" and find the best price on all items from the top among sellers all over in the Netherlands & Belgium!

#5. The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space.

With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count.

The team completes a mission only if every single player is successful in fulfilling their tasks.

The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

8.0
2-5 Players
20 Min
Age: 10+
Complexity: 2.0
Language: 1.2
#5. The Crew: Mission Deep Sea

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but

with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don't go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

—description from the publisher

9.0
2-5 Players
20 Min
Age: 10+
Complexity: 0.0
#4. Oriflamme

In Oriflamme, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

7.3
3-5 Players
15-30 Min
Age: 10+
Complexity: 1.5
#4. Oriflamme: Ablaze

In Oriflamme and Oriflamme Embrasement, the players find themselves in the middle of a medieval feud over the French royal crown. The King is dead! Long live the King! As heads of influential families, the players strive to come to power with cunning and malice, power and strength, virtue and infamy. Their goal: the king's throne!

In the tactical card game, hidden cards are played in turn. By tactically uncovering and activating their effects, players can outdo or get them out of the way, because all players have the same goal in mind — to collect the most influence points for their family and thus win the game.

In Oriflamme Embrasement (second installment of the award winning game Oriflamme), the incendiary war threatens to bring the kingdom to the ground. But nothing will stop your house to conquer the throne by putting forward every inch of your famous lust for power and vengeance.

Oriflamme Embrasement offers 11 new action cards that can be mixed with Oriflamme or be used as a standalone.

—description from the publisher (translated)

8.0
3-5 Players
15-30 Min
Age: 10+
Complexity: 3.0
#3. Fantasy Realms

Description from the publisher:

As ruler, it's up to you to build the mightiest realm in the world! Will you choose to follow military tactics and sweep away all in your path with a massive army? Will you turn towards sorcery and control an inaccessible island surrounded by impenetrable flames? The choice is yours, and no two realms will ever be the same in Fantasy Realms, a combo-licious card game.

Fantasy Realms takes seconds to learn: Draw a card, discard a card — though you can draw from the deck or the discard area!

Make the best hand you can by making the best combos. The game ends when ten cards are in the discard area. Aim for the highest score to win!

To make scoring easier, the WizKids Games Companion offers a scoring helper for Fantasy Realms! After your game is complete, input your cards into the app & instantly see who won! Also a handy lookup of all cards! Available on iOS and Google Play.

7.4
3-6 Players
20 Min
Age: 14+
Complexity: 1.7
#2. Royal Visit

An unusual, complex, yet tightly balanced board/card game for two from the prolific Reiner Knizia. The original title, "Auf der Reeperbahn...," alludes to a popular German movie from 1954.

Near the center of a 17-space track start the six game figures which the players compete to attract to their opposite ends of the board. You play as many cards of the same color on your turn as you wish, and much of the movement is a direct result of card play: e.g., by playing a red 4 you bring the red figure ("Rote Lola" or "Dancing Deb") 4 spaces closer to your end of the board.

However, there are special tricks and restrictions which must be learned and held firmly in mind before the sense of the game begins to emerge. The central green figure ("Brilli-Lilli" or "Saucy Sue") which wins for you if the game ends with her on your half of the board, for example, can only move within the bounds of her "bodyguards," two grey figures. The yellow figure ("Blonde Hans" or "Handsome Hal") can summon, without benefit of a card played, any of these three figures to his square. The companion green figure ("Schampus-Charly" or "Champagne Charlie") which can also win the game if you get him into one of the two spaces at your end of the board (your "nightclub"), only moves toward you if the board situation at the end of your turn involves both bodyguards on your half of the board and/or one (or more) of the other figures in your nightclub. And so on.

The game, part of the Kosmos two-player series, is one of attack and counterattack, defense and forward thinking, and can be won early or on the turn of the last card on the second time through the deck. At 10-20 minutes, it begs to be played again immediately.

6.3
2-2 Players
20-30 Min
Age: 12+
Complexity: 1.7
#1. Codex: Base Set

This Starter Set lets you try out the game with the Bashing and Finesse heroes. Once you go beyond the Starter Set, you'll get to play 3 heroes at at time and have access to a lot more cards during the course of a game. That said, the Starter Set helps you learn how the Codex system works with fewer cards that are simpler.

Codex: Card-Time Strategy is a customizable, non-collectable card game set in the Fantasy Strike universe that's inspired by real-time strategy video games such as Starcraft and Warcraft 3.

7.0
2-2 Players
45 Min
Age: 13+
Complexity: 3.0
#1. Codex Naturalis

In CODEX Naturalis, you must continue the work of the illuminating monk Tybor Kwelein, assembling the pages of a manuscript that lists the living species in primary forests. Can you put the pages together in the best order possible? And are you prepared to sacrifice a species to develop your manuscript?

In the game, each player starts with a single card on the table, a card that shows some combination of the four possible resources in the middle of the card, in the corners of the card, or both. Players also have two resource cards and one prestige card in hand, while two of each type of card are visible on the table.

On a turn, you place a card from your hand on top of one or more exploration zones that are on cards you already have in play. An "exploration zone" is a fenced-off corner of the card; your starting card has four such zones, one in each corner, while resource and prestige cards have only three.

Resource cards have no cost to be played, and they often depict resource symbols in their exploration zones.

Prestige cards deliver points when played, but they often have a resource requirement, e.g., three leaves or two wheat/one water/one stone, and you must have those resources visible in your manuscript at the time you play the prestige card. You score points from this card immediately, with some cards having a fixed value and others a variable one depending on how many of a certain symbol are showing or how many exploration zones you covered this turn.

If you wish, you can play a card from your hand face down; such a card has four exploration zones and one ressource, but provides no points. After you play, draw a face-up card or the top card of either deck to refill your hand.

When a player reaches 20 points, you complete the round, then each player takes one additional turn. Players then score points based on how well they matched two public objective cards and one secret objective card, after which the player with the most points wins.

7.7
2-4 Players
20-30 Min
Age: 7+
Complexity: 2.0
#1. Stick 'Em

In the trick-taking card game Stick 'Em, first released as Sticheln, players seek to gather points each hand by taking as many cards as possible of all but one color, while trying to avoid cards of one color of their choosing.

In more detail, at the beginning of each hand, each player simultaneously selects and reveals one card from their hand, with the color of this card representing their "pain" color. At the end of the hand, each card of this color that they've collected (including their initial choice from their hand) is worth negative points equal to the card's face value. Each card of another color that this player has collected is worth 1 point.

To play out the hand, the active player leads a card, then each other player in clockwise order plays one card. If all cards are of the same color, then whoever played the highest card collects these cards, then leads the next trick; if all cards are not of the same color, then whoever played the highest card of a color not initially led collects these cards, then leads the next trick. (One exception: A zero card can never win a trick.) In effect, each color played in a particular trick that doesn't match the color of the card led is considered a trump card, and the highest trump wins. In the event of a tie, the earlier played card breaks the tie.

Play as many hands as the number of players in the game, summing each player's points over those hands to determine a winner.

Some versions of Sticheln allow for play with up to six players, while the third and fourth German editions of the game include enough cards to allow for play with up to eight players. (These versions also allow players to play the game Hattrick by the same designer, with rules for this game included as a variant.)

7.0
3-8 Players
30-60 Min
Age: 10+
Complexity: 1.9
#1. Anansi

Some say Anansi is a trickster, but he is a spider for sure and sometimes even a man. Let me tell you why he is also known as the "Keeper of Stories": One day, Anansi decided to gather all stories and become the wisest of all. After many years, he finally had all the stories in the world, but poor Anansi did not feel any wiser. Eventually he realized that true wisdom is not achieved by keeping knowledge to yourself, so he decided to share his stories and inspire people with them — and believe it or not, that was how this game was made!

In the trick-taking card game Anansi, you have to be smart about which tricks you are trying to get. Each trick represents a story, but stories untold are worth only a little. If you can acquire followers — by playing a card not to the trick, but for its indicated number of followers — you can match up your followers with stories to inspire them, and inspiring all your followers should always be your goal because this grants you the trickster's favor and sweet bonus points.

Note that cards played to gain followers can affect the trump suit, which means that the trump can change several times in a game. It is up to you to adapt to the new situation!

Anansi is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in purple. For such a rich and cultural theme, publisher HeidelBÄR Games paired up with Nigerian artist Dayo Baiyegunhi and South African artist Emmanuel Mdlalose to create a unique and colorful look for the story world of Anansi.

7.3
3-5 Players
25-35 Min
Age: 10+
Complexity: 2.0
#1. Spicy

Once upon a time, three big cats became exhausted fighting to be top cat. They agreed to quit the fight and spice up their nine lives with a hot spice eating contest. Alas, everyone was soon cheating, so the cats invented a very hot, often tearful, bluffing game.

Spicy is a bluffing card game for 2-6 players. The cards are played face down, so you can cheat when you announce your card. That said, this clever card game isn't just about bluffing for you can almost always play a card that is at least half right if you cleverly play your hand. This means tactically deciding which card to use to get through: Do I play a "Pepper 10" or a color wild on a "Wasabi 9" and declare it a "Wasabi 10"? Or do I better pass because surely someone has noticed me thinking for so long now?

Spicy contains six game-variant cards, but even without these a high replayability is guaranteed.

The cards are illustrated with forty separate pieces of art. In addition, not only the game box sparkles in chic metallic gold, but also the card backs are adorned with a gold-colored finish.

7.3
2-6 Players
15-20 Min
Age: 10+
Complexity: 1.6
#1. Coyote

One day Coyote crossed the river with his friends, but he was carrying too many things and almost drowned before Bear pulled him out of the water. Poor Coyote had lost everything.

They sat down by a fire to dry off and rest. Coyote became jealous of the other animals because they still had all their things, so he challenged them to a bluffing game to win their belongings. The other animals agreed to the challenge as they thought Coyote would never win. After all, he is known to never tell the truth — but in this game everybody has to lie because no one knows the truth...

In the bluffing game Coyote, you always see the cards of the other players, but never your own. When it's your turn, you must announce a number that is less than the total of all the cards in the game, yet higher than the previous number given. Alternatively, you can challenge the number previously announced. Finally, when all the cards are revealed, you'll see who has the cunning Coyote on their side.

Coyote is in the same game line as Spicy, with the game box and card backs being decorated with a special metallic print in copper. As in the tradition of the Northwest Coast Tribes, copper is a symbol of prosperity and cultural wealth.

The artist Zona Evon Shroyer (Yupik Alaskan Native) is a master of the traditional Northwest Coastal art, whose richness of detail and complexity requires years of study and practice. For the cover illustration of Coyote, she designed a modern silhouette for the coyote, which she then filled in a classical manner with other animal motifs: turtle, beaver, and bear — the animals that he is sitting around the fire with and playing a game, in our little story.

—description from the publisher

7.0
3-6 Players
15-25 Min
Age: 10+
Complexity: 0.0
#1. Liars Dice Board Game

Liar's Dice, a.k.a. Bluff, Perudo or Dudo, is a South American dice game in which each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.

As a public domain dice game, there are a number of variants or similar games called Liar's Dice. This includes one that is often played with Poker Dice, and differs from the marketed versions in that players only declare on their own hand's value (as opposed to all dice being in play), using poker-hand values.

6.9
2-6 Players
15-30 Min
Age: 8+
Complexity: 1.3
Language: 1.0
#1. Shamans

Shamans try to restore harmony in a world threatened by Shadows. You'll need to pick a side.

The game combines with ingenuity: hidden roles, competitive play and an original card playing mechanic.

Each played card allows you to stabilise the spirit world, perform a Ritual, acquire an Artefact ; and together they will bring you closer to the final showdown between Shadows and Shamans.

When time comes, the victor will be the one who managed to read through his rivals and stuck to the right side in this never-ending confrontation.

—description from the publisher (translated)

7.3
3-5 Players
30-60 Min
Age: 10+
Complexity: 0.0
#1. Claim

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that affects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

7.0
2-2 Players
25 Min
Age: 10+
Complexity: 1.7
#1. Claim 2

The King is dead! What happened? Nobody really knows, but he was found face down in a wine barrel this morning. It could have been either foul play or his own thirst that did him in. Regardless, the King is dead without any known heirs, so it's up to the five factions of the realm to decide who will be the new king: Will it be you or your opponent? Do you have what it takes to win over the realm's factions?

Claim 2 is played in two distinct phases. In phase one, each player gets a hand of cards that they use to recruit followers. In phase two, they use the followers from phase one to compete and win over the five factions of the realms. Each faction has a special power that effects play, and powers can be different in each phase! At the end of the game, the player who has the majority of followers of a faction wins that faction's vote, and whoever wins the vote of at least three factions wins the game!

Claim 2 is a standalone sequel to Claim, featuring five new factions that can be played on their own or mixed in any combination with the factions in Claim.

7.1
2-2 Players
25 Min
Age: 10+
Complexity: 1.5