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Root
Compare the Marquise's building effort, the Eyrie's decree, the Alliance's sympathy and the Vagabond's quests. You have to watch what earns points for each side. Dominance cards can also substitute a different objective during a game.
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Vast: The Crystal Caverns
The Knight hopes to slay the Dragon, goblins hunt the Knight, and the cave changes the map as it aims for a collapse. Pick a side based on which objective you actually want to play.
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War of the Ring: Second Edition
The Free Peoples can destroy the Ring, while the Shadow can corrupt the Ring-bearer and stop the quest. Military victory rules give both sides another route, with different territorial targets.
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Dune
The Bene Gesserit can win from a secret prediction, while the Fremen and Spacing Guild have alternate endings tied to the board state. Other factions work toward strongholds, bargaining and alliances. Read the powers before choosing a side.
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Star Wars: Rebellion
The Empire wins by finding and eliminating the Rebel base, while the Rebellion works toward its evolving reputation goal. The Empire's largest force is useful when it knows where to send it.
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Vast: The Mysterious Manor
A Paladin hunts the Spider, the Spider wants out, and the Manor pursues its own schemes. A space that helps one role can do little for another, so objectives shape how each player sees the house.
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Chaos in the Old World
On the same map, Khorne advances its dial by killing enemy figures and Nurgle gets its advances from corrupting populous areas. A game can end when one god finishes its dial, so the most dangerous opponent may be the one farthest from you in points.
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Disney Villainous: The Worst Takes It All
Maleficent wants her curses in place, while Captain Hook pursues Peter Pan. Move around your own board and decide when to use Fate cards against whichever villain is closest to a goal.
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Marvel Villainous: Infinite Power
Thanos gathers Infinity Stones while the other villains build toward their own conditions. The shared Fate deck makes it possible for a new problem to affect multiple players in different ways.
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Cthulhu Wars
Collect the spellbooks your faction needs to qualify for victory while building Doom. The books unlock powers through faction-specific achievements, so watch the actions an opponent still needs to take, as well as the space on the board they hold.
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Arcs: The Blighted Reach
Add the campaign expansion to the Arcs base game and follow the distinct fate dealt to your side. Your objectives evolve across the chapters, and a fate can make a different part of the shared map matter.
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The Lord of the Rings: The Confrontation
The Fellowship aims to get Frodo to Mordor. Sauron can win by killing Frodo or sending enough of his own characters into the Shire. Hidden character identities make a defensive-looking move by either side worth reading twice.
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Star Wars Villainous: Power of the Dark Side
Darth Vader and the other villains have different personal objectives. Use cards and ships across your own sector. Learn what the other villains are trying to arrange before deciding whom to disrupt.
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Dune: War for Arrakis
The Harkonnens use forces, harvesters and control to pressure the planet. The Atreides work toward prescience and operate from hidden sietches. Side choice changes what the player is looking for on the same map.
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Sabotage
One team sneaks through a villain base and tries to stop a world takeover. The villains have to advance their own plans and work out where the spies are hiding. Both teams choose actions with dice, but a good move for a spy can be an entirely different kind of risk from one for a villain.
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Oath: Chronicles of Empire and Exile
The Chancellor starts with the Oath and exiles can compete for it or pursue a Vision. Your side also changes which resources and threats are available. Check which condition the current campaign world starts with.
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Letters from Whitechapel
One player secretly travels back to a hideout while the investigators follow clues and try to arrest the fugitive. Close a sensible route and decide when you know enough to act.
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Watergate
Nixon seeks enough momentum to hold office while the editor connects informants to evidence. The tug of war over cards matters differently on each side, since a piece in the middle may help one player immediately.
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Mr. Jack
Both players move the suspects through Whitechapel, but one is secretly Jack and needs to escape or stay unidentified. The investigator wins by making a correct accusation. That means a move into lamplight can help one side even when it takes a useful character away from where the other side wants it.
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MIND MGMT: The Psychic Espionage Game
The Recruiter tries to stay hidden while finding recruits or running out the clock. The rogue agents share information and work toward a capture. Let each side choose whether to protect time or take a risk on a clue.
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Pagan: Fate of Roanoke
The Witch gathers resources to perform a ritual. The Hunter investigates and tries to identify and eliminate her before that can happen. The same villager can be useful to each player for a different reason.
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