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Lions of Lydia
Draw a merchant from your bag, place it in the shared market, take the action associated with its destination and color, collect or exchange resources, spend goods and lion coins on property cards, improve your tableau, then score buildings and end-game bonuses when the property deck reaches its trigger.
Keyside
Assign values one through six across your colored dice, take turns leading landings by spending a die and sailing a boat to a harbour, let rivals follow, place keyples to claim work, then resolve occupied harbours for resources and actions, improve skills and buildings, and score the strongest network after three years.
Azure
Assemble the modular realm, take turns placing stones, collect qi from matching domains, spend cards for boons, contest the four beasts, use their once-per-game powers, and be first to reach the end of the wisdom path.
Avant Carde
Match an exhibition, earn cash, and curate a sharper art deck before the awards run out.
Thebai
Plan the Archon route before placing a die, promote workers around future council opportunities, and keep enough military strength to protect Cadmea without stalling the estate engine.
Gold Country
Track who owns each company before improving it, use chained development actions to change several valuations at once, and keep enough flexibility to sell before an opponent undercuts your best holding.
Kanal
Choose buildings as a connected system rather than isolated point sources, reserve space for the infrastructure they require, and use the resource wheel when an unchosen option is about to become more valuable.
Dungeon Kart
Increase speed only when the next corners can absorb it, keep a coin ability ready for congestion, and use place-dependent spells where their catch-up value is greatest.
Nebula
Choose objectives that overlap, preserve flexible spaces near several constellations, and track which star colors opponents are racing to collect before paying extra time for a scarce piece.
Aeon’s End: The Descent
Coordinate turn-order risks aloud, build discard sequences that produce purposeful future hands, and decide early whether a Friend’s support is worth the extra Foe pressure it may invite.
Peaks
Preserve flexibility in your dice and equipment; the strongest route can change when another expedition commits to the same part of the mountain.
Tax the Rich
Bid with both your hand and the likely partner card in mind; a well-timed Revolution can rescue weak-looking cards after opponents spend their power.
Farms Race
Build an income base before overextending; a negotiated border can buy the turn you need to arm a decisive attack.
Fall of Lumen
Coordinate deck growth with board position; a powerful engine cannot rescue a Keeper if its agents arrive in the wrong district or one turn too late.
Kathmandu
Plan two or three terrain boards ahead: the best die is often the one that lines up your next animal or temple action rather than the one that moves farthest now.
Jokkmokk: The Winter Market
Build toward two compatible scoring sets early, then use the time track to claim the evening spaces that complete both rather than chasing every attractive stall.
Waffle Time
Plan syrup routes before chasing isolated fruit bonuses, and use turn-order tiles to reach the toppings your grid needs next.
Nassau
Recruit crew and provisions in step with the weapons and cannons you plan to use; impressive gear scores nothing if your ship cannot staff or reach its adventures.
France '40: 2nd Edition
Operational tempo is the campaign: concentrate enough force to create a breakthrough, then protect supply and exploitation routes before the defender rebuilds a coherent line.
Kyoto no Neko
Explore widely before forcing difficult checks; every useful discovery and skill increase makes the scenario’s later missions much easier to finish.
Desperate Oasis
Build groups where their movement will matter twice: first to secure a lane, then to leave your opponent awkward placements on the neighboring oasis.
Thiefdom
Plan the whole night as a route, not three isolated actions; a guard moved early can open your delivery while closing the street a rival still needs.
Snowcrest
Build a village that can convert resources twice—first into reliable actions, then into offerings or scrolls—so no worker becomes stranded behind a single narrow plan.
6: Siege – The Board Game
Build a squad around two or three deliberate synergies, then spend the preparation phase creating lines of sight and breach routes that force the opponent to react on your clock.