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Ghost Fightin' Treasure Hunters
Roll and move, pick up jewels, fight ghosts, combine two hunters against hauntings, and get the whole team outside before six rooms become haunted.
Ironwood
Choose three faction cards, spend them on movement and special actions or hide them as combat bids, then race to complete three faction-specific objectives.
Storm Raiders
Upgrade one vehicle around a reliable contract route, but keep a second transport flexible so a rare die or newly exposed wreck never goes to waste.
Dungeonology: The Expedition
Gather the evidence your thesis actually rewards, and leave a zone before its alert level turns an efficient study into a costly escape.
Islebound: Emerald Edition
A friendly port can be worth more than a captured one when its action completes the engine you need for the next two voyages.
Cryptic Nature
Plan a route around several evidence needs at once; a spectacular cryptid is rarely worth crossing the whole map if the journey leaves your next actions stranded.
Pingyao: First Chinese Banks
Open complementary branches before competitors block the best routes, keep enough liquid silver for remittances, and use deposits only when the interest will arrive before the final round.
Cargo Empire
Plan consecutive deliveries around the same corridor; a compact network usually produces more value than scattered one-off routes.