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Yomi: Round 2
Manage cards in hand to time plays, combos, and scoring windows.
Testament
Coordinate with teammates to solve the game's shared challenge.
Button Men: Beat People Up
Roll dice and choose how to use the results for tactical outcomes.
The Hills Rise Wild!
Roll dice and choose how to use the results for tactical outcomes.
Pitch Out
Use physical skill and timing to pull off the key moves.
Chichén Itzá
Map all four actions before committing to the first: acting early can reduce cost, but leaving one flexible slot helps answer a contested region or unexpected combat result.
The Supershow
Roll dice and choose how to use the results for tactical outcomes.
Hispania
Maneuver forces across tactical or historical battle maps.
Arcane Legions
Spend limited actions each turn to balance movement, setup, and scoring.
Throneworld
Maneuver forces across tactical or historical battle maps.
The Four Doors
Keep escape routes open and pass cards before a door becomes urgent; relic powers are strongest when saved for the final regroup at the beacon.
Legendary: Game of Thrones Deck Building Game
Recruit cards that reinforce your House’s class combinations, defend your Mastermind before an opponent can exploit it, and attack where victory points overlap with deck improvement.
Zombie Princess
Bid from the shape of the whole hand, save a princess power for the round rule that exposes its best edge, and avoid winning extra tricks after the target is secure.
Wise Guys
Expand toward locations that match the resources already hidden in your clubhouse, negotiate before spending guns, and sell through the black market when a temporary alliance controls the route.
Soulaween
Look one move beyond the immediate flip, rotate a character only when its reverse side changes the opponent’s best reply, and protect two-part patterns before completing them.
Ice and Idols
Plan a route that survives one board change, unlock the movement power your position needs most, and time research cubes around the shifting score values.
One Card Wonder
Plan backward from your wonder requirements, build only the infrastructure that accelerates completion, and use trading to convert surplus instead of wasting worker actions.
DerrocAr: The Week of Five Presidents
Build support without letting the economy collapse, time laws and decrees around the event deck, and treat alliances as temporary tools rather than dependable commitments.
Trick Shot (second Edition)
Push your luck for bigger rewards while risk keeps building.
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.
Valkyries
Plan each card around both its immediate action and the options it removes, exploit your Valkyrie’s unique power, and position for the next enemy pattern before committing to an attack.
DC Deck-Building Game: Arkham Asylum
Spend victory-point tokens on bribes only when the immediate card creates a larger turn, and keep a hostage ability ready for the moment it denies a rival the line-up card they need.
Guildlands
Place tiles where your workers can score twice, watch the edge rotations opponents are preparing, and spend gold only when the extra action advances both your guild power and final objective.
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.