Got a few more games that we play...
Chrononauts - Card game in which you are a time traveller. There is a timeline (of actual historical events...most of them American but presumably that's where the maker of the game is from, so...) represented by cards laid out in four rows of...eight, I think, and spans various years with the earliest being something like 1829 (assassination of Abraham Lincoln, whatever year that was) to erm...1999 I think (some kind of shoot-out at a school). Events between these two years include stuff like World War II, the sinking of the Titanic, and the shootings of various people including JFK and John Lennon. As a player, you can win the game one of three ways. Firstly, by changing the timeline so that events match up to the version of the future that you came from (certain events along the timeline are called "lynchpins" - flipping these causes "ripples" which flip other cards, their events becoming paradoxes since the event that caused them suddenly never happened/turned out differently). Note that if ever there are thirteen paradoxes existing at once, the universe basically implodes and it's game over for everyone. The second way you can win is by completing your mission, gathering certain artifacts from across time and playing them (laying them out in front of you on your turn - you get to play one card per turn). The third way is to fix the timeline by playing Patch cards on paradoxes - every time you play a Patch you get to draw an extra card (ordinarily your turn consists of playing a card and drawing a card, so your hand size never changes), and if you end your turn on ten cards, you win. You can mess with other people a bit by stealing artifacts from them or forcing them to swap their ID or Mission cards for a new one (ID card is the one that tells you the year you're from and thus which years you need to change in the timeline in order to win that way).
Braggart - Another card game, fairly quick to play, Basically you are a bunch of adventurers in a tavern boasting about your various heroic deeds. You play cards representing a Scene (optional), Foe, Deed, and Result (also optional), reading them out as epically as you like whilst doing so ;). Other players may choose to play Liar or Outrageous Liar cards (if they have them) when you've boasted, letting them swap your boast cards for others from their hands - the boast cards are worth points so if someone plays, say, a Foe worth seven points and you have one in-hand that's worth just two as well as a Liar card, you could play said Liar card and swap that seven-pointer for your crappy two one. And then the person has to re-read out the newly-altered boast ;). The winner of the round is the one who played the higest-scoring boast, and gets to keep all those cards in a separate pile while everyone else only gets to keep one (of their choice) from their own boasts (if they boasted - doing so is optional). The game ends when you've gone through the entire deck, at which point everyone adds up the score from the boast cards they "won" and the person with the highest total wins.
Forbidden Island - Not a card game, though it has cards in it. You're on an island formed from lots of squares, each one representing a different location (place names include Breaker's Bridge, Cave of Embers, and Silver Gate). The aim of the game is for the group to gather (co-operatively) four treasures from across the island, which is slowly sinking into the sea. You have to get four matching cards in your hand (max hand size of four) representing one of the treasures, then make it to one of the two locations from which that particular treasure can be obtained and use an action (you get three actions per turn) to swap your four cards for that treasure. Once you've gathered all four treasures between you (it doesn't matter who gets what, or how many each person has, if any, as long as all four have been collected), you need to go to the location called Fool's Landing, at which point someone with a Helicopter Lift card (assuming someone managed to get one) plays it and you all escape and win the game. The problem is that the island is, as mentioned, sinking into the sea so locations will become flooded and possibly disappear altogether (it's possible to use an action to "shore up" a location, un-flooding it). Since each treasure can be obtained from one of two locations, it's okay if one disappears but if both go, you can't win the game (if a square is flooded you can still do stuff there, it's only if it actually disappears that you can't go there or do anything because at that point it's removed from the game entirely). You can also lose if you get cut off by missing squares, though some characters have ways around this (for example, the Diver can use an action to swim across any number of spaces in a straight line from one square to another). You can also play a Helicopter Lift card to move yourself and anyone on the same square as you to any location you like :). This game tends not to last too long.