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Pecking Order
Bluff, read opponents, and time reveals around hidden information.
Ratjack
Combine one twelve-card family per player, draw and play each turn, hide values or trigger powers, modify rival tableaux, avoid exceeding twenty-five, score for eliminations or an exact total, and win the required rounds.
Dice Theme Park
Place tiles carefully to build spatial scoring patterns.
Atlantis Exodus
Assemble the island and rotating city rondel, choose turn order, place your king for resources, take actions to build, educate, rescue, and construct pillars, rotate the city each year, then score the legacy saved before Atlantis sinks.
Living Planet
Commit presence to key areas and fight for influence where it matters.
Merchants
Build the six-card demand row, load two ships, exchange cargo or buy an improvement, sell one color to raise demand and pay every matching ship, draw new goods, and finish richest when the deck runs out.
Hellenica: Story Of Greece
Bluff, read opponents, and time reveals around hidden information.
Goetia: Nine Kings Of Solomon
Place workers to claim actions and turn resources into plans.
Amritsar: The Golden Temple
Place workers to claim actions and turn resources into plans.
Coming of Age
Choose a character and parents, prepare personal goals and interests, roll and assign dice to city locations, gain experiences and memories, manage motivation, willpower, and frustration, grow older, unlock independence, and finish with the greatest personal fulfillment.
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.
Silk
Place workers to claim actions and turn resources into plans.
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.
Sherlock 13
Use clues and contradictions to deduce hidden information.
Limit
Choose nations and set the 1850 starting state, resolve historical events and crises, allocate production and resources, enact policies, negotiate support and shared commitments, update population, prosperity, and environmental tracks, then cooperate to reach 2060 without crossing the game’s global limits.
Human Punishment: The Beginning
Use clues and contradictions to deduce hidden information.
Tiny Ninjas: Original
Push your luck for bigger rewards while risk keeps building.
Rumble In The Dungeon
Move goods between locations while optimizing routes and timing.
Foodies
Roll dice to trigger production and build stronger turns over time.
Time Barons
Place workers to claim actions and turn resources into plans.
Master Of Respect
Plan actions in a queue and manage the timing before they resolve.
Axio
Build patterns from chosen pieces to unlock scoring opportunities.
Snorta!
Use physical skill and timing to pull off the key moves.