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In an attempt to deal with the rising prices of, well, everything, Hangman Games is taking a smaller approach to our newer games. We are producing a number of games in a tuckbox format. They come with everything you need to play except you will need to provide your own chips, coins, or other scoring materials.
There are 4 trick-taking games: Lunar Cycle (where card values change after each trick with the phases of the moon); Trade Winds (where players use cards from their hand to claim goals in order to score); Elemental (a partnership game where players have bonus cards they must play into a trick in order to score them); and Blindside (a reprint of an older Hangman Games trick-taking game with an unusual deck where players bid on the number of tricks they will take and get a bonus for making their bid).
There are 2 set-collection games: Sarasota (where players build their own circus by hiring a variety of circus acts) and Terraforma (where playrs are searching systems in order to purchase terraforming equipment that matches specific planet types in order to earn high profits).
Lunar Cycle, Trade Winds, Elemental, and Blindside are now available from Hangman Games or directly from our printer.
All of the trick-taking games can be ordered in 2 ways.
You can purchase copies on our "Orders" page, or you can order copies directly from our printer:
Lunar Cycle: https://legacy.drivethrurpg.com/product/521406/Lunar-Cycle.
Trade Winds: https://site.drivethrucards.com/product/533137/Trade-Winds
Elemental: https://
Blindside: https://
You can save some money by purchasing the game from the printer (we still get the same commission), but it will take a little longer for a print-on-demand copy.
Lunar Cycle will be available July 31 and costs $15 plus shipping in the United States.
Lunar Cycle is a 4-player trick-taking card game where the value of cards increase with each new phase of the moon.
Each player receives 8 cards, then the dealer chooses "atout" (there are 4 Comets that are always atout and can be played anytime). The value of the cards in each suit is 1 (low) to 8 (high); however, the value of the lowest card changes after each trick. After the 1st trick, all "1" cards have a value of "9". After the second trick, all "2" cards have a value of "10" and so on.
After all 8 tricks have been played, the hand is scored. Each trick a player takes is worth 3 points. If a player did not take any tricks, all players that took tricks give them 2 of their points. After 4 hands, high score wins.
Trade Winds is a trick-taking card game where players have a series of goals they can claim in order to maximize their score. Atout is chosen randomly from a set of 4 undealt cards. By taking a card from their hand and placing it under a Goal card, players can try to win points by achieving that exact goal at the end of the hand. Goals vary from "Take no North Wind (red) cards" to "Take exactly 3 tricks." After 4 hands, the player with the most points wins.
Trade Winds is available now on our Orders page or directly from the printer at: https://site.drivethrucards.com/product/533137/Trade-Winds.
Elemental is a variation of a traditional trick-taking game.
The Elemental deck consists of 4 suits, 10 cards in each suit. Each partnership has a deck of 8 Bonus cards. Players are dealt a hand of 10 Elemental cards and 4 Bonus cards. After looking at their cards, players pass 1 card to each other player; then, discard 1 Bonus card. Elemental cards must be led and are the only cards that can take tricks. Bonus cards can be played in a trick to score points, but they will never win a trick.
At the end of the hand, in addition to the points earned from scoring the Bonus cards, each trick taken is worth 1 point, and each Bonus card taken is worth 1 point. After 4 hands, high score wins.
Blindside is a standard trick-taking game that uses an unusual deck of cards. There are 4 suits of 13 cards each plus 4 jokers. After looking at their cards, each player chooses 1 card from their hand and places it face down in front of them as their suggestion for Atout (the highest suit). After revealing these cards, Atout is the suit that has the majority. If there is no majority, the hand is played without Atout. The revealed cards are set aside. Then each player bids the number of tricks they think they can win.
The player to the left of the dealer leads the first trick. Players must follow suit if possible. If they cannot follow suit, they may play any card. If there are no Atout cards in the trick, the highest card of the suit led wins. If there are Atout cards, the highest Atout wins.
The twist is that, since there are multiple copies of the same rank, the last card played is the highest. Also, Jokers are the highest Atout and can be played at any time.
At the end of the hand, each player scores 1 point per trick taken plus 10 points if they made their bid exactly.
Welcome to Sarasota, the center of the circus world, where you start with a Producer or Manager and build your perfect circus. Will you emphasize acts in the Big Top? Will you create an amazing Sideshow Alley? Or, will it be a little of both?
Each day you will search for new acts, hire new acts, and collect fame based on the ticket value of the acts when they are hired. Each act also has abilities that allow you to be more efficient in expanding your empire. At the end of the game, you score bonuses for different combinations of acts.
When it is all over, will you have created the Greatest Show in the World?
2 to 4 players.
Terraforma description coming.
The Orders page has 2 sections: The DecaDesign Project where you can purchase our new games and Ancient History where you can pick up any of the old Hangman Games titles that are still available. You are welcome to add the old games to your order. The games are free, but you will still have to pay shipping and handling. When you submit an order, you will receive an email from Hangman Games LLC with the cost including shipping and a PayPal link.
If you have not already done so, it would be greatly appreciated if you register on the DecaDesign Group page. Then you will receive an email as each new game is ready to ship.
Copies of games #1 and #2 are still available:
The second game of the DecaDesign Project is Prized Potions. The price of the game is $70 plus shipping in the United States.
Do you want to be the most-famous, highest-paid, awesomest alchemist in the universe? Of course you do. So, let's get to it.
Your Lab is a mess. There is one clear set of shelves. It already holds a storage container, little bowls for solids, and traps for focused energy. First, plan your day. Second, do something, like buying raw materials or storing energy. Then, after everyone else does something, do something again. Then again. Finally, since these projects will probably fill your day, clean up your Lab for tomorrow.
Eventually you will have the materials required to create Compounds, then Potions. Then you can do really cool stuff. Burn a Compound and use its effects. Drink a Potion and feel the burn. Or, even better, fulfill the requirements of a Prize you wish to win (because you will get a really cool trophy for your shelf).
Be the first to earn three Prizes, and you can call yourself the awesomest alchemist ever.
3 or 4 players
Game Setup
Player Mats and
Storage Containers
Player Aids
Compounds
Potions
There are copies still available, the first game of the DecaDesign Project is Jewels of Puerto Primo. The price of the game is $35 plus shipping in the United States.
After crowning himself the “Greatest Pirate of the Caribbean,” our new King Prime, his Queen, and the Princess are out to amass a personal hoard of jewelry greater than the collections of the royal houses of Europe. You represent pirate ships trying to make the greatest profit selling to the new “royal family.” King Prime has ordered jewelry to be brought to him made out of seven different types of gems (ruby, topaz, citrine, emerald, sapphire, tanzanite, and amethyst) in seven different settings (1-ring, 2-earrings, 3-bracelet, 4-brooch, 5-necklace, 6-rosette, and 7-tiara). He has ordered two copies of each piece of jewelry with the exception of rings, brooches, and rosettes for which he has only ordered one copy (it’s primarily a pirate thing). After a year of selling jewels to the family, if you can sail away with the most doubloons you win.
2 to 4 players.
84 Jewelry cards
16 Goal cards
100 metal Doubloons
End of the game