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WINK cover
BGG · needs curation

WINK

Blue Orange Games · 1994

BGG #5596
3–820 min6.6
To set up WINK, lay out an array of numbered cards on the table, then distribute a second set of matching cards face down among the players, with a few cards not used and set aside. On your first turn, pick one of the cards on the table that doesn't match a card in your hand, then mark it with your pawn and announce the number of this card. The player who has this card in hand must now try to discreetly wink at you in order to let you know. At the start of your next turn, accuse someone of holding the card on which your pawn sits. If you're correct, you score the card from the table while your temporary partner scores the card from their hand; if you're wrong, you turn the card on the table face down. In either case, you then place your pawn on a new card. Each player also has a number of accusation cards, and if you spot someone winking, you can use one of your cards to call out that player. If you nabbed someone correctly, you claim both of the numbered cards. Once all the table cards are face down or someone has scored all cards in hand, the game ends. Each scored card and unused accusation card is worth one point, and whoever has the most points wins!
Farm Hand cover
BGG · needs curation

Farm Hand

(Web published) · 2025

BGG #5598
1–515–20 min7.3
Farm Hand is a fun and engaging 21-card micro game for 1-5 players in 15-20 mins. A game that neatly fits in your pocket or purse and can be played almost anywhere. The game has 6 asymmetric suits ranging from 1 card through to 6 cards, with values 1-7 spread across the suits. Gameplay includes trick-taking, publicly visible suits, and simultaneous bidding. Played across 6 rounds, each round players are dealt a hand that increases by 1 card (1x card in round 1, 2x cards in round 2, etc.) With all suits openly visible to all players, everyone must try to predict how many tricks they will win in the round - they bid simultaneously by revealing a number of fingers. The bids are recorded and the trick-taking phase commences. Everyone plays their cards using standard must-follow trick-taking rules, however, the highest card wins the trick, regardless of suit. BUT... if cards of the same number are played, they cancel each other out and the next highest card wins the trick. This often leads to surprise outcomes and plenty of laughs and groans. Points are awarded based on whether players correctly predicted their bids or not: If your Bid and Tricks match EXACTLY, score points equal to the Current Round If your Bid and Tricks DO NOT MATCH, score -1 point per Difference The dealer moves clockwise. Gather all the cards, shuffle and deal again. Play 6 rounds. The winner is the player with the highest score. —description from the designer
The Order of Vampire Hunters cover
BGG · needs curation

The Order of Vampire Hunters

Dark Gate Games LLC · 2018

BGG #5609
1–490 min7.4
Quiet for so long, the Night is rising again, spreading its tendrils of evil through the empty and unwatched backwaters of the world. Once again, Vampires are spreading from den to den, adding locals to the body count … or to their ranks. Can the Order regain its former strength and push back the tide of evil? The Order of Vampire Hunters is a fully co-operative miniature-based board game for 1-4 players. It brings the dark imagery of Vampire lore from the classic stories in movies and books to your table top, as you take on the role of a newly recruited Vampire Hunter. Thrown into the Vampire den with a small band of comrades, you use stakes, crossbows, and holy water to destroy the creatures of the Night. Craft makeshift weapons on the fly for more destructive power. Tear down window coverings to burn the Vampires with rays of Sunlight. Drag screaming Vampires outside the den with the Extractor. Team up and make combination attacks on your enemies. Always stay focused on your mission to power your special abilities. But watch the clock: at sundown, you become the prey! Optional game modes add to the replayability. Play standalone games or follow the full campaign, upgrading your weapons, equipment, and special skills as you advance in the Order. Play semi-coop to rate your skills, giving bragging rights to the best Hunter. You can even play on as a Vampire, if your Hunter gets turned. Make The Order of Vampire Hunters the experience you want it to be! —description from the publisher
Loot Island cover
BGG · needs curation

Loot Island

What's Your Game? · 2017

BGG #5613
2–530–60 min6.5
1640 A.D. — a ghastly curse befell a beautiful island in the Indian Ocean. Soon, it was known that its dark magic would not only afflict whoever tried to take away anything from the island, but also haunt whoever even dared approach its coasts, making it the perfect location for pirates to hide their loot. 1902 A.D. — centuries later, pieces of ancient treasure maps were found by you and your fellow treasure hunters. In Loot Island, players play their map cards to the landings of the island in an attempt to piece together enough of a map to find treasures buried there. At the end of each round, an exploration will take place, and if loot is found in a landing, treasures will be distributed among the players present there on a first come, first serve basis. Treasures are distributed only if enough map cards were played in the landing, so usually more than one player needs to contribute cards for loot to be found there. You must then cooperate with your fellow treasure hunters to assemble the maps to find the loot, while at the same time ruthlessly competing with them to get the biggest share of the loot for yourself. It is a pirate treasure after all, arrr! Do you have the correct pieces of the map? Do the other players have matching pieces to help you find a route to the treasure? And...will you be able to get rid of the curse? —description from the publisher