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Lexio
Deal the player-count-specific tile set and starting chips, let the holder of Cloud 3 lead, follow with the same tile count at a higher value or pass, reset the lead after all rivals pass, end the round when one rack empties, settle chip payments, and play five rounds.
Heul Doch! Mau Mau
Manage cards in hand to time plays, combos, and scoring windows.
Magic Maze on Mars
Build the starting Mars map and warehouse, distribute action tiles, start the sand timer, move shared resources without speaking, operate production robots, spend materials to build domes, use timer spaces for brief communication, then guide every colonist to safety before time expires.
Vampire: The Masquerade – Chapters
Coordinate shared actions while clues or threats pressure the group.
Venetia
Commit presence to key areas and fight for influence where it matters.
Who Goes There? 2nd Edition
Draft from shared options to assemble a plan over successive turns.
Fool!
Play suited cards to win tricks and manage timing.
Pacts
Assemble six regions on the cloth mat, choose courts and creature factions, seed influence, reveal the round’s common actions, let one player divide them into two pacts, let the other assign the pacts, resolve cards and powers, then score region majorities after rounds three and six.
Quarriors! Light Vs. Dark
Build a deck or pool that turns small actions into stronger combos.
Among Nobles
Commit presence to key areas and fight for influence where it matters.
Unicornus Knights
Build the modular kingdom around the capital, choose heroes and princess difficulty, seed empire generals and event decks, spend action points to move, recruit, gather, and battle, resolve fate relationships, advance Cornelia automatically each round, strengthen enemies, and escort her to the emperor within ten rounds.
Baltic Gap: Summer 1944
Maneuver forces across tactical or historical battle maps.
Feudality
Place tiles carefully to build spatial scoring patterns.
Pluckin' Pairs
Lay out eleven images, start the ninety-second timer, have everyone secretly write five pairs and one leftover card, reveal each player’s connections, count raised hands for matching pairs, score shared-but-not-universal ideas, and repeat with fresh card faces.
Echoes: The Dancer
Coordinate shared actions while clues or threats pressure the group.
Dragonkeepers
Warhammer Age Of Sigmar: Champions Trading Card Game
Play disruptive cards to slow rivals and protect your own plan.
The Ruhr: A Story of Coal Trade
Seed the Ruhr with demand markers and money, load a coal die, spend movement to navigate the river, deliver to an eligible town or factory, take its progress benefit, invest in locks and warehouses, resolve historical events, and score money, development, exports, and end-game objectives after twelve rounds.
Tenkatoitsu
Maneuver forces across tactical or historical battle maps.
Going, Going, Gone!
Use physical skill and timing to pull off the key moves.
War at Sea
Choose sides, set historical fleets in port, move ships and submarines into connected sea areas, reveal opposing forces, resolve air and naval combat until one side withdraws, mark control, deliver eligible convoys, repair surviving ships, and total control points after the final turn.
Silk
Place workers to claim actions and turn resources into plans.
Eselsbrücke
Remember hidden information and use recall to make better choices.
Warhammer 40,000 (ninth Edition)
Play linked scenarios where mission goals shape each session.