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Wandering Towers
Move a wizard or a whole tower, remember who was covered, refill potions by trapping pieces, and race your entire class to Ravenskeep.
Smash Up: Pretty Pretty Smash Up
Combine two factions, play minions and actions onto shared bases, trigger faction synergies, and claim the best share of each base’s points when its power threshold breaks.
Smash Up: Monster Smash
Shuffle two factions together, play minions and actions on shared bases, build or exploit power counters, and take the best share of each base when its breakpoint is reached.
Mindbug: Battlefruit Kingdom
Play a creature or attack, decide whether to steal opposing summons with one of two Mindbugs, protect Harvest threats, exploit Fast attackers, and remove all rival life.
Talisman: The Magical Quest Game – 5th Edition
Choose a character, roll and choose a direction, resolve spaces and Adventure cards, defeat enemies, convert trophies into attributes, acquire a Talisman, enter the Inner Region, and defeat the elder dragon.
Disney Villainous: Sugar and Spite
Choose King Candy or Shere Khan, prepare that villain’s realm and two decks, move to a new location each turn, resolve its actions, play allies and items, use Fate cards to disrupt the rival, and complete your unique objective first.
Munchkin Adventure Time
Choose an Adventure Time character, deal Door and Treasure cards, kick down one Door each turn, fight revealed monsters with levels, gear, powers, and negotiated help, let rivals modify the combat, collect treasure and levels for victories, run away from losses, and reach level ten through combat to win.
Nuclear Escalation
Deal populations and cards, use propaganda and secrets during the cold war, then program delivery systems and warheads when hostilities begin; resolve defenses, special effects, the misfunction die, population losses, and final retaliation until one power remains.
Fast Forward: FORTRESS
Keep the numbered deck in order, follow the opening card instructions, draw or secretly commit card sets, contest the available fortresses, resolve each hourglass checkpoint, and let new rules emerge from the deck.
Super Boss Monster
Draft for room synergies rather than raw damage alone, and decide early whether your minion must control hero flow or can safely harvest a stronger town action.
Dwar7s Fall
Place buildings so one dwarf can reach several complementary actions; compact routes save workers and make it harder for rivals to profit from your kingdom.
Disney Villainous: Treacherous Tides
Your opponent’s objective is public information; time Fate actions for the turn just before their engine converts setup into a win.
Re;ACT: The Arts of War
Plan the final position of the whole chain, not just the first card; keep one flexible reaction available for the response your opponent is most likely to reveal.
Thief's Market
Build each proposed split around what rivals need, price the risk of having a lot stolen, and draft symbols that unlock several market cards at once.
Munchkin: Critical Role
Save powerful one-shot cards for fights that change the lead, negotiate help carefully, and avoid becoming the obvious target before you can make a final run at level ten.