That larger game is a new version of Verflixxt!, a Wolfgang Kramer and Michael Kiesling design that Ravensburger first released in 2005. Verflixxt! — which was released in English as That's Life! — is a fantastically good family game for 2-6 players, a game that takes the maligned roll-and-move game mechanism that many of us endured in children's games and turns it into something compelling.
Here's an overview of the gameplay, along with what's new in this version of the game:
On a turn, you roll the die, then move one of your tokens that many spaces down the path. If your token is the only one on a tile when you leave it, you collect that tile, which shrinks the path on which everyone is moving. If a guard is still on a tile when you leave it, you do not collect the tile. If any player's token is on the same space as a guard, you can move that guard instead of moving one of your own tokens, possibly setting someone else up for misfortune on a future turn and possibly setting yourself up for goods things — as long as no one else lands on your tile!
Once your token reaches the final space on the path, that token is retired from play. Once all tokens are retired, players tally their points, with each clover you possess turning a negative tile into a positive one. Whoever has the highest score wins!
Verflixxt! includes a number of variants, including one in which you construct the path by laying out the tiles at random instead of in a particular order. The 2020 version of Verflixxt! uses this variant for its basic set-up, with the addition of a double-sided "give/steal" tile placed after every eighth tile on the path. When you collect tiles in this version of play, you place them in a tower, with your most recently collected tile on top. When you are the last token to leave a "give" tile, you must give your topmost tile to another player, giving a negative token to whoever has the most positive token on top and vice versa; you then flip the "give" tile to its "steal" side. When you are the last token to leave a "steal" tile, you take the topmost tile from whichever player you choose, then place it on top of your stack.
For an even trickier variant, you can play that the clover tile affects only the tile directly beneath it in your stack, turning a positive negative and a negative positive. Now the clover isn't always so attractive!
In any case, here's an overview of this 3-6 player hand-shedding card game:
Each player starts the game with a random hand of cards and a few chips. On a turn, you either play cards to the center of the table (with you beating the cards previously played, if any) or return two chips to the stock.
In more detail, the first player to play cards lays down one or more cards of the same value. You can take chips from the stock to alter the value of the cards you play. With a green card, each chip you take adds 1 to the value of that card; with a purple card, each chip you take adds the value of the card to itself. If you play a green 7 and a purple 4, for example, you can take two chips from the stock to make the 7 an 8 and the 4 an 8, and now you've played a pair of 8s.
To play cards on top of this, you must play the same number of cards (a pair in this case) of a higher value. If you cannot play or choose not to play, you must return two chips to the stock. You are still in the round, but if all players pass in turn, then the player who last played cards clears the pile and plays whatever they wish (or returns two chips to the stock, passing the lead to the right).
Whoever first has no cards in hand and no chips in front of them wins!
Chili Dice includes a set of six six-sided dice, with one face on each die having red pips instead of white, with a red 1 on one die, a red 2 on another, and so on. On a turn, you roll all the dice, set aside whichever dice you wish, and rotate any red die face to the side that you wish (or leave them as is). You can re-roll the remaining dice and repeat the process, marking down each roll on the score sheet. When you stop, you score the dice in one of ten fields on the score sheet, with you scoring for the numbers 1-6 (with the red die doubling your score, if present); a straight; red dice; sets; and whatever you happen to have sitting in front of you.
If you fill all ten fields before maxing out your rolls, you receive 5 points for each unused roll. Whoever scores the most points wins!
In this card game, you want to collect the smallest values possible, but sometimes it can be worthwhile to collect the unpopular large numbers because the more like-minded people who have found each other, the fewer penalty points are recorded. In the end, whichever gang collects the best combinations and the smallest card values will win.