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The Red Dragon Inn 7: The Tavern Crew
Bluff, read opponents, and time reveals around hidden information.
Superhot: The Card Game
Build a deck or pool that turns small actions into stronger combos.
Wild Blue Yonder
Play event cards to drive map pressure and long-term timing.
Heul Doch! Mau Mau
Manage cards in hand to time plays, combos, and scoring windows.
Vampire: The Masquerade – Chapters
Coordinate shared actions while clues or threats pressure the group.
Fool!
Play suited cards to win tricks and manage timing.
Shadowfist
Manage cards in hand to time plays, combos, and scoring windows.
I am done
Shuffle and deal the cards, play one card on your turn, resolve its printed instruction completely, protect or rebuild the words in your display, interrupt opponents when a card permits, and win the moment I, AM, and DONE appear in the required order before you.
Momiji
Remember hidden information and use recall to make better choices.
Guns & Steel
Build a deck or pool that turns small actions into stronger combos.
Castle
Place tiles carefully to build spatial scoring patterns.
Evolution: The Origin of Species
Deal trait cards, take turns playing each card face down as a new animal or face up as an adaptation, roll for the shared food supply, feed animals and resolve predators and defensive traits, discard any animal that remains unfed, refill hands, and score surviving animals plus their traits after the deck ends.
Birdwatcher
Push your luck for bigger rewards while risk keeps building.
El Valle Secreto
Draft from shared options to assemble a plan over successive turns.
Meister Makatsu
Take the same twenty-four-card dojo deck as every rival, draw a hand, secretly choose a ninja, reveal together, take the round’s penalty in each suit if yours is highest, remove every played card, return unplayed cards for later rounds, and finish three rounds with the fewest penalty points.
Antinomy
Collect matching sets while timing when to score or trade them.
Catan: On the Road
Set out the resource and building markets, collect income, trade with the supply or other players, spend matching resources on roads, settlements, cities, knights, and metropolises, resolve events after settlements, claim route and army bonuses, and reach seven victory points first.
Micro City (second Edition)
Place workers to claim actions and turn resources into plans.
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.
Strife: Legacy Of The Eternals
Build patterns from chosen pieces to unlock scoring opportunities.
The Message
Use clues and contradictions to deduce hidden information.
Yardmaster
Draw five cargo cards and an exchange token, take two actions per turn—or three while holding the passing Yardmaster token—to draw cargo, buy a railcar, or change your exchange token, connect cars only by matching value or good type, and reach sixteen points with two or three players or eighteen with four or five.
Illuminati
Choose an Illuminati society, collect income for every controlled group, draw an uncontrolled group, spend power and megabucks to attack its resistance—or attack a rival’s group—place captured cards into the limited arrows of your power structure, negotiate support and deals, and win by reaching your control target or special goal.
Sunrise Lane
Commit presence to key areas and fight for influence where it matters.