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Unmatched: Houdini vs. The Genie
Maneuver, draw, and attack with a unique fighter deck while preserving enough cards to survive the rival’s counterplay.
A Study in Emerald
Place influence to claim cards and cities, build your deck, move and protect agents, manipulate war or revolution, and ensure your hidden faction survives the final comparison.
Unmatched: Hell’s Kitchen
Choose Daredevil, Elektra, or Bullseye, take two actions per turn, maneuver across connected spaces, resolve hidden-card combat, exploit item tokens, and defeat every opposing hero.
Wilderness War
Play strategy cards as events or operations, activate armies, move along routes and waterways, fight battles, conduct sieges and raids, build forts, and control the frontier by war’s end.
Stronghold
Spend invading units across siege phases, grant the defender time in return, build engines and fortifications, contest each wall section, and determine whether the fortress falls before glory runs away.
Unmatched: Slings and Arrows
Move through the Globe, play attack and defence cards face down, exploit four radically different fighter decks, and defeat the opposing hero before your own health runs out.
Unmatched: For King and Country
Select a Marvel hero, spend two actions to maneuver, scheme, or attack, resolve card effects in order, use battlefield items, and defeat the rival hero.
Unmatched: The Witcher – Steel and Silver
Choose Geralt, Ciri, or the Ancient Leshen, maneuver twice per turn, play schemes and combat cards, exploit a unique ability, and defeat every rival hero.
Unmatched: The Witcher – Realms Fall
Choose a Witcher fighter, spend two actions to maneuver, scheme, or attack, manage a single action deck, exploit zones and line of sight, and reduce every opposing hero to zero health.
Reds! The Russian Civil War 1918-1921
Set the 1918 campaign forces and political markers, draw activation chits, move the activated front or faction, resolve combat and retreats, trace rail and supply, apply events and foreign intervention, reinforce surviving armies, and check resource-city and political victory conditions through the final turn.
Wellington: The Peninsular War 1812-1814
Choose a scenario and assign the four commands, deal strategy cards, alternate card plays as command points or events, move armies along connected spaces, resolve interceptions, battles, sieges, attrition, and political control, then check automatic victory or compare points at the scenario end.
Pax Britannica: The Colonial Era 1880 to the Great War
Budget for expansion and maintenance, negotiate competing claims, use Congress before disputes become wars, and watch European Tensions while building an empire that can score.
A Wayfarer’s Tale: The Journey Begins
Keep two viable routes open until the shared dice reveal which terrain will be easiest to cross; flexibility is worth more than a single perfect line.
Imperial Elegy: The Road to the Great War 1850-1920
Industrial and diplomatic positioning compound across decades; secure the economy and minor-power relationships your war plan will need before an event forces the timetable.
1812: Napoleon's Fateful March
Before committing to another advance, trace the retreat and supply consequences as carefully as the route toward Moscow; winning a battle does not repair an overextended campaign.
Legends of Sleepy Hollow
Coordinate action-pool refreshes, clear fear before it blocks a critical ability, and let the hero with the best positioning investigate while others contain threats.
Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain
Plan the next few rooms before the timer starts; a clean route with fewer corrections usually scores better than a frantic path through every encounter.