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Ark Nova
8.54Draft cards to grow habitats, sponsor projects, and advance conservation.
Mars
8.21Draft cards and manage habitats to make an unforgiving Mars colony survive.
Le Havre
7.85Convert goods through buildings into ships, food, and long-term industry.
Troyes
7.72Buy and spend shared dice to defend and develop the city.
Ora Et Labora
7.69Convert goods through buildings and clergy into long-term monastery production.
Nations
7.61Draft from shared options to assemble a plan over successive turns.
Calico
7.55Cover spaces on a grid to build a spatial scoring plan.
Great Western Trail: Argentina
8.43Build a deck or pool that turns small actions into stronger combos.
The Manhattan Project: Energy Empire
7.75Roll dice and choose how to use the results for tactical outcomes.
Oath: Chronicles Of Empire & Exile
7.81Negotiate deals and shifting promises to improve your position.
Glass Road
7.45Draft from shared options to assemble a plan over successive turns.
Nusfjord
7.64Place workers to claim actions and turn resources into plans.
51st State: Master Set
7.60Place workers to claim actions and turn resources into plans.
At The Gates Of Loyang
7.36Draft from shared options to assemble a plan over successive turns.
Smartphone Inc.
7.59Build routes and networks to connect locations efficiently.
Tiny Towns
7.23Cover spaces on a grid to build a spatial scoring plan.
Great Western Trail: New Zealand
8.69Solve a self-contained solo challenge against the game system.
Charterstone
7.22Play linked scenarios where mission goals shape each session.
Freedom: The Underground Railroad
7.58Coordinate with teammates to solve the game's shared challenge.
Blackout: Hong Kong
7.44Build a deck or pool that turns small actions into stronger combos.
Roads & Boats
7.71Move goods between locations while optimizing routes and timing.
Merv: The Heart Of The Silk Road
7.53Collect matching sets while timing when to score or trade them.
The Magnificent
7.53Cover spaces on a grid to build a spatial scoring plan.
Auztralia
7.36Coordinate shared actions while clues or threats pressure the group.