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The Hunted: Twilight of the U-Boats, 1943-45
Choose a U-boat and starting date, record commander and crew status, roll for patrol assignment and encounters, plan torpedo or gun attacks, resolve detection and escort combat, repair damage, return to base for awards and refit, and continue until the boat is lost, retired, or survives to 1945.
Auf Teufel Komm Raus
Bluff, read opponents, and time reveals around hidden information.
Vampire: The Masquerade – Chapters
Coordinate shared actions while clues or threats pressure the group.
Who Goes There? 2nd Edition
Draft from shared options to assemble a plan over successive turns.
Among Nobles
Commit presence to key areas and fight for influence where it matters.
Momiji
Remember hidden information and use recall to make better choices.
Inuit: The Snow Folk
Build the Great White display, use your turn to scout or recruit one available card type, add Inuit to the matching occupation, resolve hunters, shamans, warriors, elders, and equipment, refill the shared row, and score village majorities, animals, spirits, and specialization bonuses at the end.
HIT! Extreme
Shuffle the numbered and special cards, reveal cards one at a time on your turn, resolve each special effect, steal matching banked cards when allowed, stop to secure the turn’s haul, or lose the unbanked cards when you reveal a duplicate; score the largest total when the deck ends.
Birdwatcher
Push your luck for bigger rewards while risk keeps building.
Peloponnes Card Game
Compete for contested options while managing cost and timing.
10 Minute Heist: The Wizard's Tower
Build the tower from treasure cards, place all thieves at the balcony, move downward any number of floors each turn, take one treasure from the floor you reach, never move upward, exit across the bridge for an early bonus, then score coins, item majorities, artifact sets, and curses.
Cat Café
Mark choices on a sheet to build patterns and complete objectives.
Attack On Titan: The Last Stand
Push your luck for bigger rewards while risk keeps building.
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.
Crusader Kings
Choose a historical dynasty, plan two action cards each round, develop and tax your dominion, arrange marriages and heirs, negotiate with rivals, use intrigue and warfare to expand, manage character traits and succession, advance on the Crusade track, and score territories, castles, development, piety, and achievements when Jerusalem is reached or three eras end.
Tiny Ninjas: Original
Push your luck for bigger rewards while risk keeps building.
Age Of Discovery
Draft from shared options to assemble a plan over successive turns.
Happy Little Dinosaurs
Push your luck for bigger rewards while risk keeps building.
Divinity Derby
Bluff, read opponents, and time reveals around hidden information.
Ruthless
Draw a hand, play one pirate or a matching set, resolve crew abilities and attacks, spend coins or treasure to recruit from the market, then compare the pirates in play as poker hands; collect rewards and repeat until the final score.
Origins: How We Became Human
Compete for contested options while managing cost and timing.
Tanto Cuore: Oktoberfest
Build a deck or pool that turns small actions into stronger combos.
Natives
Build a deck or pool that turns small actions into stronger combos.
Resident Evil Deck Building Game: Alliance
Build a deck or pool that turns small actions into stronger combos.