Crownlands
Draft land dominoes and build a 5×5 realm. Bigger regions and more crowns score more.
Iron Trails
Collect coloured cards and claim railway routes to link the cities on your secret tickets.
Monster Bay
Roll the dice as a giant kaiju, smash your rivals and hold the Bay. First to 20 stars or last monster standing wins.
Royal Notes
A quick game of courtly deduction. Draw one, play one, and be holding the highest card when the deck runs out.
Fireflies
A cooperative game where you can see everyone's cards but your own. Give clues and light up the night sky together.
Route Doodle
Roll the route dice and draw roads and railways onto your grid. Connect as many exits as you can in seven rounds.
Paper Town
Pick house numbers and effects each round to build three streets. Fence off estates, add parks and pools, and complete the town goals first.
Wildwood
Draft habitat tiles and wildlife, grow a hex landscape, and score each animal's pattern. Solo play too.
Harbor Lights
Roll the dice, earn coins from your harbor businesses, and be first to build all four landmarks of your fishing town.
Bluff Masks
A masquerade of bluffing. Hide your masks, bid how many you can reveal, and beware the raven.
Cakehalla
Collect flour, eggs, butter, berries and cocoa to fill your bakery with tools and recipes. Bake showstoppers and win over legendary customers. First to 15 points triggers the end.
Kata
A duel on a 5×5 board. Five move cards pass between the players, so every move you make hands your opponent a technique.
Night Market
Trade goods at a lantern-lit bazaar. Collect sets and sell them before prices drop. First to win two rounds takes the match.
Apothecary
Build a deck of recipes that turn common herbs into rare essences, then brew remedies for points.
Ridgeline
Roll four dice and race up the mountain routes. Push your luck for more height, or stop and make camp before a bad roll wipes out the climb.
Green Thumb
Buy flower-bed shapes with seeds and fit them into your 9×9 garden before the season ends. Every empty square costs you.
Spires
Move a builder, then build a level. Step up onto a third-level spire to win, and cap your rival's towers before they get there.
Lucky Lanes
A fast dice race. Cross off numbers in four coloured lanes, in order. Skip too many and you can't get them back.
Capsize
Everyone plays a card at once, and each card joins a raft. If yours is the sixth passenger on a raft, it tips over and you collect its penalty points. Lowest score wins.
Waypoint
Fund five trails with climbing cards. A pledge doubles what a trail is worth, or doubles what it costs you.
Banners
Nine banners stand between you. Build the stronger company of three at each one, and take five, or three in a row.
Lamplighters
Send a crew out to light the districts. Some of them are quietly snuffing the lamps instead, and only they know who.
Quorum
A merchants' council passing decrees, with a cabal sitting among them. Talk, vote, and work out who keeps burying the sound ones.
Saltworks
Bid for the salt pans along the coast. Every coin you spend is one you cannot spend on the pan you actually wanted.
Tideline
Claim the bays before the tide counts them. Hold a bay when it scores and the sea takes a marker back with it.
Clockmakers
Place your clockmakers on the gears, then watch the mainspring turn and put every space somewhere new.
Signal Fires
Light every beacon along the ridge before the storm runs you down. Work together. And you can still lose.
Emberfall
Rake embers from the ash while the fire lasts. Stop too early and you score nothing much; push once more and you lose the lot.
Cairn
Stack stones on the moor, carrying piles across it a stone at a time. Build four high and it is yours; leave three and it is theirs.
Tilewright
Take every tile of one colour from a stack and lay them at once. What you cannot fit becomes chippings, and what you leave behind feeds the next tiler.
Inkwell
Draw letters from the well and set words on the page, then take someone else's by adding a letter and making it longer.
Longboat
Row the river between the headlands. Sprint and your crew pays for it later; sit in the boat ahead's wake and let them do the work.
Packhorse
Carry what the next village wants over the passes. Get there before the others, because the second cartload never pays like the first.
Millstone
Draw a handful from your sack and choose: flour now, or coins to buy better grain and sift the chaff out for good.
Nightjar
Say exactly how many tricks you will take, all at once and in secret, then take exactly that many, no more and no fewer.
Landfall
Fit out a knarr in Iceland and sail west past Greenland. What you leave on the quay decides the voyage, and not every crossing ends well.