The Phantom Society is a ghost-hunting game in which you play as sly spirits seeking to ruin a manor hotel or, if you prefer, intrepid ectoplasm hunters who are a bit destructive around the edges but who also never falter in pursuit of their prey. For the ghosts, the goal is to inflict at least £45,000 of damage (in tribute to Special 45 – Old Faydhutee Single Malt) on the manor, whether it is inflicted by the ghosts or the hunters. The ghost hunters want to stop the ghosts before they achieve their objective.
The dual-level game board represents a manor floor composed of 36 rooms, with each room being a tile representing a value from £1,000 to £6,000; each of the four ghosts corresponds to a room type and will hide beneath a tile of this type, starting its devastation of the hotel by removing tiles adjacent to the one it's hidden beneath. The ghost hunters must try to determine where the ghosts are hiding based upon the tiles destroyed. While doing this, though, the ghost hunters will also remove tiles – thus destroying them and adding to the total damage – to see whether a ghost is hidden beneath.
The ghost hunters must think carefully and logically over which tiles to remove while the ghosts have to use cunning and psychology in order to cloud their investigation and remain concealed. Will the manor come through this madness intact?
• R. Brent Ward's Red Menace was released in April 2013 by White Dog Games in boxed, folio, and print-and-play formats, and the publisher notes that the title is already its "biggest selling game of all time". Here's a summary of the gameplay:
The term "Red Menace" was used during the Cold War by the U.S. because it was believed that thousands of Soviet bombers could be unleashed at a moment's notice. This turned out not to be true as the Soviets had several hundred bombers at best, and many had significant range limitations. The game is not meant to be an accurate simulation of the actual capabilities of the strategic forces involved, but rather reflects what the governments and citizens of the U.S., Canada, and the UK believed could happen.
Each turn consists of thirteen phases played in order from drawing random events, deploying and moving Soviet flights, intercepting flights, submarine operations and more. Reference sheets and player aids are included to make tracking the game progress easier. Decisions for the Soviet units are made by the game system using random events and dice. The player simply moves the Soviet bombers towards their assigned targets. Scenarios are included with various starting positions for Soviet and United States and United Kingdom bombers.
The game complexity is easy, but optional rules are included to make it more challenging. The winner of a scenario is determined by the points scored from attacking the opponents cities. Five or ten points are awarded by a random draw after each successful attack. A typical scenario requires fifty points to win.