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Items43

1

Kingdomino

by game_tinkerer  • 
Kingdomino
Pick a domino and place your current one in a small kingdom. Your choice also affects the next draft order. That gives an easy turn a reason to consider what the other players want.
More about Kingdomino
2

Azul

by game_tinkerer  • 
Azul
Take one color from a display and fit those tiles into one row. Watch what your choice pushes into the middle and whether an opponent can leave you with too many tiles.
More about Azul
3

Splendor

by game_tinkerer  • 
Splendor
Choose between collecting gems, reserving a card and buying one. Each purchase makes another cheaper, so the simple decision depends on which rewards you can build toward without losing the useful card first.
More about Splendor
4

Patchwork

by game_tinkerer  • 
Patchwork
Buy a patch to fill the quilt or move ahead for buttons. Taking a larger patch can shift the turn order and hand the other player more choices, so time and money matter together.
More about Patchwork
5

Cascadia

by game_tinkerer  • 
Cascadia
Take a terrain tile and animal from the same pair and place them in your landscape. Separate animal scoring goals and habitat connections give you a reason to consider more than one useful match.
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6

Carcassonne

by game_tinkerer  • 
Carcassonne
Draw and place a tile, then decide whether to commit a follower. A promising city can keep that piece tied up, so use your small supply where it can return or score at the right time.
More about Carcassonne
7

Santorini

by game_tinkerer  • 
Santorini
Move a worker and add one block. Getting a worker onto the third level is the visible threat. Blocking access without stranding your own second worker is the part to think through.
More about Santorini
8

Ticket to Ride

by game_tinkerer  • 
Ticket to Ride
Draw cards, claim a route, or take destination tickets. Look for stretches of track that satisfy several tickets and for single connections a rival can claim before your next turn.
More about Ticket to Ride
9

Onitama

by game_tinkerer  • 
Onitama
Move one piece using one of the available move cards. That card rotates toward your opponent, so a useful move can give them a tool you will need to prepare for.
More about Onitama
10

Hive

by game_tinkerer  • 
Hive
Add or move a single insect tile. Each type moves in a different way, and the insects form the board as you play. Surrounding a queen is a clear objective even when the shape changes.
More about Hive
11

Quoridor

by game_tinkerer  • 
Quoridor
Move a pawn or place a wall. Every wall has to leave a legal route for both sides. Good play is about identifying the detours that cost your opponent more than you.
More about Quoridor
12

Blokus

by game_tinkerer  • 
Blokus
Set down a shape touching one of your own pieces at a corner. Your placement can hold a route into another area or close one for your opponents. That gives a simple rule a strategic endgame.
More about Blokus
13

Tsuro: The Game of The Path (2016)

by game_tinkerer  • 
Tsuro: The Game of The Path
Game
Released
Place a tile and follow the path it creates. Try to leave several ways to continue, since another player can send your stone farther than you intended when they connect one of the open ends.
More about Tsuro: The Game of The Path
14

Lost Cities

by game_tinkerer  • 
Lost Cities
Play to an expedition or discard, then draw. The first card you commit can create a loss if you fail to follow through, so the useful decision is when to start as much as which number to keep.
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15

Jaipur

by game_tinkerer  • 
Jaipur
Take or exchange goods, or sell one kind from your hand. Early sales can take the best tokens. Waiting can be worth it if you can gather enough cards to earn a set bonus.
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16

Qwirkle

by game_tinkerer  • 
Qwirkle
Add compatible colors or shapes to lines on the table. Leave room for a complete six-tile line without making it easy for the next person to claim the same points.
More about Qwirkle
17

Ingenious

by game_tinkerer  • 
Ingenious
Put down a tile and score matching lines in several directions. Your weakest color determines the result, so a small gain in the right color can matter more than topping up your strongest one.
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18

No Thanks!

by game_tinkerer  • 
No Thanks!
Take the card and its tokens or pay to pass it. Connecting numbers can make a card less costly. Watch your own supply and the table’s runs before you reject a card.
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19

Century: Spice Road

by game_tinkerer  • 
Century: Spice Road
Use cards to gain or trade cubes, or spend your cubes on a scoring card. Collecting the right conversions gives you a flexible plan for short turns.
More about Century: Spice Road
20

For Sale

by game_tinkerer  • 
For Sale
Bid briefly for properties, then choose where to spend your strongest property cards on checks. The whole game rewards reading the table without a long rules explanation.
More about For Sale
21

Takenoko

by game_tinkerer  • 
Takenoko
Grow bamboo, move the panda and work toward small objectives. Each action is straightforward. Deciding whether to help a position an opponent may use keeps a quiet turn interesting.
More about Takenoko

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