Shush Games

Librarian-invented games. Librarian approved. Likely to Offend Someone.

Jump to: Wizardly Librarians | Gnome Efficience Team (G.E.T.)

Top Tweeters

Tweet your way to the top.


Write the best tweets to win the game!


  • 3-6 players
  • A simple game for introverted information professionals.
  • Create a variety of fun tweets to amuse your friends.
  • Develop mastery of this social media thing.

Concept Demonstration

Try out the experience concept demo for yourself!

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Gnome Efficiency Team (G.E.T.)

A card game about sorting and shelving books in the wizard's Library.

Books don't shelve themselves. At least not most of the time. It takes the Gnome Efficiency Team (G.E.T.) to make sure the items get back on the shelf quickly and accurately.


Shelve more items than the other gnomes on the G.E.T. within the week!


  • 2-4 players
  • An easy to learn card and dice game, that gets to the core of library operations.
  • Handle a range of strange books.
  • Sets a new standard in fantasy shelving gameplay!
  • All original artwork (when completed)
  • 261 cards
  • 4 colored dice
  • 1 hourglass

Gnome Efficiency Team Introduction

Gnome Efficiency Team Resources

Alpha Edition

G.E.T. Layout Example

G.E.T. Character Cards

(Artwork pending)

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Wizardly Librarians

A card game about information wizards and their daily struggles to serve everyone.

The quest for forbidden knowledge needs the most reckless, obsessive, radical, and naughty information-seeking librarians the wizarding world offers! Do you have what it takes to plumb the depths of their stacks and emerge with your wits intact?


Each player attempts to find the items on their pick list of requested titles. The first one to fill all of their requests wins!


  • 2-4 players
  • An easy to learn card and dice game, that reveals the wonders of library work.
  • Retrieve rare items from the wizarding library.
  • Sets a new standard in librarian fantasy gameplay!
  • All original artwork (when completed)

Wizardly Librarians Introduction

Alpha Play Test Video



  • Shuffle the character deck and deal each player a character card face up.
  • Shuffle the pick list deck and deal each player six cards face down for their list.
  • Shuffle the draw deck and place in center of the table.
  • Each player should have three six-sided dice: Cost, Time, and Collection

Play Order

  1. Draw. If card is...
    • A TITLE card, roll cost and time die (optional) to add to collection, applying any hazard card in play. Play may choose to apply their resource card (if any). If player fails to add the card to their collection, or passes, other players may roll for the title.
    • A RESOURCE or HAZARD card, add face up to play, discarding any existing cards.
    • An EVENT card, follow directions on card.
  2. Roll collection die for borrowed/returned titles. Borrowed titles are out of play until returned, unless a card specifies otherwise.
  3. Trade with other players (optional).
  4. Discard any excess title cards or play on pick list (only on shelf titles).

If there are no cards to draw, reshuffle the discard pile and continue playing until one player fills their pick list.


Meet our Wizardly Librarians. (Artwork pending)

Librarian card artwork

Event Cards

Events impact the librarians's ability to fill their requests! (Artwork pending)

Event card artwork

Resource Cards

Resource cards support librarians with the time and/or money to fill their requests! (Artwork pending)

Resource card artwork

Hazard Cards

Hazard cards cost the librarians time and/or money, making it more difficult to fill requests! (Artwork pending)

Hazard card artwork

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Helping Librarians Help Everyone

A library without librarians is soulless.

100% of any profits (should that ever happen) from Shush Games are donated to support libraries.

Why? To help librarians support big ideas! Librarians dedicate themselves to big ideas, such as:

  • Make available the widest diversity of views and expressions, including those that are unorthodox, unpopular, or considered dangerous by the majority.
  • It is wrong to that what one can read should be confined to what another thinks proper.
  • No society of free people can flourish that draws up lists of writers to whom it will not listen, whatever they may have to say.
  • There is no place in our society for efforts to coerce the taste of others, to confine adults to the reading matter deemed suitable for adolescents, or to inhibit the efforts of writers to achieve artistic expression.
  • It is not in the public interest to force a reader to accept the prejudgment of a label characterizing any expression or its author as subversive or dangerous.
  • Freedom is no freedom if it is accorded only to the accepted and the inoffensive. Further, democratic societies are more safe, free, and creative when the free flow of public information is not restricted by governmental prerogative or self-censorship.
  • The freedom to read is of little consequence when the reader cannot obtain matter fit for that reader's purpose. What is needed is not only the absence of restraint, but the positive provision of opportunity for the people to read the best that has been thought and said.
  • We believe that what people read is deeply important; that ideas can be dangerous; but that the suppression of ideas is fatal to a democratic society. Freedom itself is a dangerous way of life, but it is ours.

Those are excerpts from the American Library Association's Freedom to Read statement. Read the whole thing. Why wouldn't we support people dedicated to supporting the freedom of everyone? How much do we really provide to support librarians? We'll account for that too, should anything come of this concept. Right now, that's all this is, a concept for a class assignment at the SJSU iSchool.