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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.
Merchant of Venus (Second Edition)
Roll and navigate the galaxy, reveal alien cultures, buy goods where they are produced, sell them where demand is high, and reinvest profits in ships and infrastructure.
Cretaceous Rails
Assemble the modular map, place workers for actions and resources, build connected rails, upgrade engines, collect dinosaurs, fulfill delivery contracts, and score the most valuable transport network.
A.D.E.L.E.
As the crew, communicate priorities without exposing the exact route; as A.D.E.L.E., spend energy where several plausible actions overlap instead of chasing a single guess.
Undermining
Upgrade cargo or mobility before committing to distant ore; an efficient return route is often worth more than one rare crystal.
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.
Deep Shelf
Build an economy that can pivot between extraction and research; pushing the collapse track may shorten the game before a slow technology engine has time to pay off.
Cargo Empire
Plan consecutive deliveries around the same corridor; a compact network usually produces more value than scattered one-off routes.