The Magnetmen are magical robots, scoring points left and right. The only issue? The more you use them, the more spaces from which you're repelled.
A Mist covers the world. Each area might be a warm fire, or a trap, or a portal---you decide, but do so wisely.
Everybody is investigating the same murder and pointing fingers every which way. Secret fingers. With secret actions. And you don't want too many targeting your hidden role.
Combine a positive and negative card from your hand to create a dilemma. If yours is the most controversial, you score the most points!
A push-your-luck game about building your own deck of valuable fireworks, with the least chance of igniting the wrong one.
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