There?s gold in the Black Hills of South Dakota, and you?ve come to find (or steal) your share. You?re staying at one of the three major establishments in Deadwood where you and your associates are working together to steal some of the gold-filled safes floating around town. But you suspect that the ?friends? you?re working with are secretly plotting to keep all the gold for themselves. Will you be ready to turn on them before they shoot you in the back?
In Deadwood 1876, you use cards from your hand to try to win Safes from other players. Safes contain Badges, Gold, or Showdown Guns. Near the end of the game, players with Badges get extra turns. After the final turn, the team with the most Gold will advance to the Final Showdown. There, teammates will have to fight each other to the death using Showdown Guns. The last person alive is the winner!
The game is a balance between teamwork and selfishness. If a player uses all of their best cards to hunt down Gold for their team, they?ll be defenseless to fight against their teammates if they go to the Final Showdown. But if a player only goes after Guns and saves all of their best cards, their team might not have enough Gold to actually reach the Final Showdown. If someone on your team doesn?t seem to be pulling their weight, they might be plotting to steal your gold after using you to get to the Finals! There may come a point where you need to gather Showdown Guns instead of Gold, or attack, mislead, frame, abandon, or banish your own teammates.
Deadwood 1876, volume 3 in the "Dark Cities" series from Facade Games, can have 2-9 players. Learn in 20 minutes, play in 20-40 minutes.
Hunt down the witches before you become one of them! Will you be the hero who purges your town of witches, or will you be wrongly accused and hanged for witchcraft? Or perhaps you will become a witch yourself, escape conviction, and bring Salem to the ground in hysteria.
Players will gather cards that they use to accuse, or defend, other players. Deciding who to trust is key to survival, since you can never play a card on yourself. When you suspect someone to be a witch, you can begin accusing them with red accusation cards. When enough accusations have been placed on one of the players, the player who lays the final accusation chooses one of that player's Tryal cards to reveal. Once all "Witch" Tryal cards have been found, the villagers of Salem win. Players can also use green and blue cards such as "Alibi", "Stocks", "Matchmaker", "Asylum", and "Scapegoat" to help or hurt their allies or enemies. As players draw cards, they will eventually draw black cards that take immediate effect. One black card, "Night", forces all players to close their eyes while the Witches choose someone to eliminate, the Constable chooses someone to potentially save. The other black card, "Conspiracy," forces all players to take a face-down Tryal card from the player to their left. Killing witches quickly is essential, otherwise "Conspiracy" may soon have the whole town turned evil.
The year is 1667 and you are a pirate sailing the waters of the Caribbean. A Spanish Galleon floats nearby, and you?ve talked your crewmates into working together to steal all of its treasure. What you haven?t told your fellow pirates is that you have no intentions on sharing the treasure once you have it. Your crewmates have told you that they share your loyalty and that they?ll help you maroon the greedy pirates on your ship to the rocky island of Tortuga. But you?ve seen your friends? loaded pistols and heard their whisperings of a mutiny. You know that nobody can be trusted.