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Under Falling Skies
Place dice in an underground base while the spaceships in each column close in. A high die powers a stronger action and brings the matching threat closer. The same placement advances the opposition without a second player's turn.
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Final Girl
Play one survivor in a Feature Film, using a Core Box and the scenario it supplies. Terror cards and killer procedures introduce pressure while you decide which victims to rescue. The pictured Starter Set includes the Core Box and The Happy Trails Horror.
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Friday
Spend life to face hazards and turn the ones you defeat into stronger cards. There is one active player deck, one set of hazards and a pair of pirates for the finale.
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Hostage Negotiator
Play conversation cards and roll dice to change the crisis. A Terror card handles the threat after your actions. That leaves your decisions tied to a time limit and the abductor’s demands.
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Warp's Edge
Draw tokens from a bag and use them to knock out enemy ships or evade their attacks. The enemy line and the reset of each warp give you tighter choices the next time you draw.
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Legacy of Yu
Good when you want your solo game to leave you with a problem to think about until the next session. The timing of the flood and attacks puts pressure on your canal work. Each result pushes the campaign forward, so a failure still gives you a reason to set up again.
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Sprawlopolis
Overlap cards to build a city that satisfies three shared scoring rules. On your own, draw and place the cards under the same scoring pressure. The score target handles the difficulty.
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One Deck Dungeon
The dungeon unfolds from a deck of challenges, and you assign dice to the spaces on each card. You manage the hero's progress and health. Enemy cards never ask you to calculate a rival hero's turn.
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Deep Space D-6
Roll for your available crew and decide which damage or incoming threat gets their attention first. Dice assignment gives you a different plan to untangle each turn, while cards and dice handle the dangers. Choose the original game for this focused spacecraft survival puzzle.
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Food Chain Island
Arrange a grid of animals and plan which ones eat their neighbors. Each move changes what the remaining cards can reach. It is a compact spatial puzzle with your decisions as its only turns.
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Coffee Roaster
Draw bean tokens, choose how to roast them and see what you get in the cup test. Unwanted tokens create the pressure. There is no second player's score to simulate.
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Marvel Champions: The Card Game
Pick one hero and a scenario from the core set. The villain attacks when you're in hero form and schemes when you're in alter ego, which gives flipping your own card a real cost. Good if you want to build a deck and let an encounter deck handle the resistance.
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For Northwood!
Visit animal rulers and meet exact trick targets. A card from the ruler supplies the other side of each trick, while the allies you bring change how you can respond.
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Maquis
Send Resistance workers to sites while patrol cards can close routes home. The opponent’s activity is tied to the patrol placements. Your own plan is where most of the work is.
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Aeon's End
Play breach mages against a nemesis whose cards supply the opposition. When your deck runs out, you turn over the discard pile without shuffling it. That gives decisions about which cards to play and discard first a payoff one or two hands later. The base game is the starting point.
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Turing Machine
Collect answers from the cardboard verifiers to pin down a three-digit code. Each question gives you a new constraint to combine with the others. The solo mode lets you focus on the length of your solution.
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One Deck Dungeon: Forest of Shadows
Roll dice and assign them to challenge cards in this stand-alone set. Poison changes how long you can keep working through a dungeon, so planning for it is part of your own turn.
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ROVE: Results-Oriented Versatile Explorer
Shift rover modules into a pattern that matches a mission card. Each move changes how you can reach the next arrangement. The pressure comes from your supply of moves and cards.
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The Last Lighthouse
Protect a small lighthouse against growing waves of threats. Choose how to time the cards you have, then adjust when what is approaching makes one direction harder to hold.
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Tiny Towns
In solo play the resource deck supplies your options. Place cubes in patterns that let you build, with enough room left for the buildings you want later. The pressure comes from a scarce grid and the resources you draw, so you spend your time planning one little town.
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The Lost Expedition
Resolve a line of hazards and decisions while watching what happens to the group’s food, ammunition and health. The solo rules change how the cards enter the path without asking you to run a parallel expedition.
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