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Speakeasy
A long, highly interactive Lacerda design about logistics, influence, risk, and building the richest Manhattan operation.
Horrified: American Monsters
Spend investigator actions to gather items and protect townsfolk, then survive the monster phase while solving each cryptid’s unique challenge.
Container: 10th Anniversary Jumbo Edition!
Produce and price containers, buy rivals’ stock, sail a loaded ship, and judge whether an island auction is worth accepting or matching yourself.
Flick 'em Up!
Choose lawmen or outlaws, assemble the scenario town, then flick movement discs and bullets to complete the objective before the rival team.
Explorers of the North Sea
Add one hex, take up to four movement or interaction actions, carry Vikings and livestock by longship, and score raids, outposts, islands, and deliveries.
Black Fleet
Use one movement card to sail your merchant, pirate, and a navy ship; deliver cargo, raid opponents, bury goods, and buy all four upgrades before the final ransom.
Ghost Fightin' Treasure Hunters
Roll and move, pick up jewels, fight ghosts, combine two hunters against hauntings, and get the whole team outside before six rooms become haunted.
Via Nebula
Spend two actions to clear mist, open resource sites, move shared goods along the network, and complete contracts before rivals consume the materials you need.
Ironwood
Choose three faction cards, spend them on movement and special actions or hide them as combat bids, then race to complete three faction-specific objectives.
Merchant of Venus (Second Edition)
Roll and navigate the galaxy, reveal alien cultures, buy goods where they are produced, sell them where demand is high, and reinvest profits in ships and infrastructure.
Horrified: Dungeons & Dragons
Choose heroes and monsters, collect items, escort citizens, solve each creature’s unique challenge, survive monster attacks and d20 rolls, and defeat every threat before terror peaks.
Resafa
Use each card in one of several ways, build roads and canals, deliver goods, improve workshops and water systems, and convert connected routes into points.
Horrified: World of Monsters
Choose heroes and monsters, move between locations, collect and spend items, rescue citizens, survive monster attacks, solve every unique challenge, and keep terror below its limit.
Botany
Choose a Victorian collector, plan expeditions, roll through travel events, acquire equipment and investments, gather flowers around the world, and bring valuable sets home.
Neko Syndicate
Expand a pyramidal command tableau, route your leader down its branches, cook and move sushi, fulfill deliveries, race for Kumichō missions, and optimize fifteen turns.
Cretaceous Rails
Assemble the modular map, place workers for actions and resources, build connected rails, upgrade engines, collect dinosaurs, fulfill delivery contracts, and score the most valuable transport network.
Sand
Set out the desert network and player boards, roll action dice, accept contracts, load goods, manage worm capacity and movement, use songs and settlements, complete deliveries, unlock upgrades, and finish with the strongest route network.
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.
India Rails
Draw the network, chase lucrative demand cards, and turn careful logistics into a rail empire.
Bombay
Watch the silk market, chain deliveries through useful cities, and build palaces where rival routes will pay you.
Alcatraz: The Scapegoat
Contribute enough to stay indispensable, trade favors before the scapegoat vote, and time item deliveries so the escape advances without handing a rival the safest route out.
Oranges & Lemons
Upgrade transport only when it unlocks a profitable route, coordinate storage with upcoming contracts, and use loans to accelerate a plan that can repay itself rather than to patch a weak turn.
Shinjuku
Place stores where several routes can converge, retain cards that let you move customers immediately after opening a line, and avoid building a connection that gives a rival more traffic than it gives you.
A.D.E.L.E.
As the crew, communicate priorities without exposing the exact route; as A.D.E.L.E., spend energy where several plausible actions overlap instead of chasing a single guess.