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The Grand Trunk Journey
Move goods between locations while optimizing routes and timing.
Wellington: The Peninsular War 1812-1814
Choose a scenario and assign the four commands, deal strategy cards, alternate card plays as command points or events, move armies along connected spaces, resolve interceptions, battles, sieges, attrition, and political control, then check automatic victory or compare points at the scenario end.
Catan: Traveler – Compact Edition
Negotiate deals and shifting promises to improve your position.
Anunnaki: Dawn Of The Gods
Move pieces across a map while planning position and timing.
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.
Frederick The Great: The Campaigns Of The Soldier King 1756-1759
Maneuver forces across tactical or historical battle maps.
Birdwatcher
Push your luck for bigger rewards while risk keeps building.
Peloponnes Card Game
Compete for contested options while managing cost and timing.
U.s. Telegraph
Cover spaces on a grid to build a spatial scoring plan.
Hellas
Set up the hex map and action cards, choose an available action on your turn, resolve its primary effect, let opponents follow with the secondary effect, place or upgrade houses, palaces, squares, and temple columns, claim city value, then score connected construction and objectives when the end condition is reached.
D6: Dungeons, Dudes, Dames, Danger, Dice And Dragons!
Coordinate with teammates to solve the game's shared challenge.
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.
El Valle Secreto
Draft from shared options to assemble a plan over successive turns.
Warhammer 40,000: Rogue Trader
Roll dice and choose how to use the results for tactical outcomes.
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.
Zhanguo: The First Empire
Commit presence to key areas and fight for influence where it matters.
No Retreat!: The North African Front
Maneuver forces across tactical or historical battle maps.
Hellas
Build the starting archipelago, alternate turns choosing reinforcement, voyage, or attack, use ships to support exploration and naval assaults, play god cards for tactical effects, regroup forces after reinforcement, and win by controlling ten cities at the end of your turn.
Antinomy
Collect matching sets while timing when to score or trade them.
Squire For Hire
Place tiles carefully to build spatial scoring patterns.
Dance Of Ibexes
Warhammer Quest: Cursed City
Coordinate shared actions while clues or threats pressure the group.
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.
Kings of Israel
Choose prophets and prepare the kingdom map, apply the current king’s godliness, spread sin and idols, take prophet turns using action points to move, preach, gather, trade, and build altars, resolve cards and shortages, then complete the required altars before Assyria or corruption ends the game.