The aquarium expansion to the modern zoo-building heavyweight.
Deck-building married to worker placement on Arrakis, with combat that bluffs.
Worker dice grow as they move, building a pyramid one tier at a time.
Run a Viennese cafe and hotel, serving guests dice can never quite supply.
Harbour economics: buildings, ships and a food clock that never stops.
A bag-building medieval trade game where your workforce is the deck.
Dice, tiles and the purest small-decisions-add-up Euro ever printed.
Nineteenth-century Scotland: cheese, whisky and a market that moves as you sell.
Card play and city building beneath the sea, with a tight three-colour economy.
Borrow resources from your future self and pay them back through a time rift.
Renaissance patronage, dice-driven and unforgiving of a bad round.
Workers ride giant rotating gears; the longer they stay, the more they earn.
The role-selection classic that defined two decades of Euro design.
Viking Tetris: fill your board with goods, raid, and settle Greenland.
Dwarves farm, mine and furnish a mountain home; Agricola without the starvation.
The two-player animal-farming distillation of Agricola, in an hour.
A brutal fast-food economy where the first player to hire a manager usually wins.
Dam the Alpine rivers, and steal your rivals' water on the way downhill.
Drive cattle to Kansas City, building your deck and your route on the way.
The original industrial-revolution canal-and-rail game, meaner than its Birmingham sequel.
A civilisation game in cards, from bronze tools to space flight, without the six-hour map.
Factions reshape terrain into their own home ground and race for shared cult tracks.
Fourteen alien species terraform a hex galaxy in the sharpest Euro engine on the shelf.
A ten-hour space opera of diplomacy, war and treachery; the biggest game most groups ever attempt.
Built around the FIA online championships, with a sportsmanship rating that decides who you race.
The last on the PlayStation 3, with the Moon rover and a course maker built from real terrain data.
The first with damage modelling and licensed circuits in 3D, six years in development.
Over six hundred cars and a rally discipline, split across two discs for arcade and simulation.
Objective-based Strogg against humans on large maps, with vehicles and deployable turrets.
Kane is captured and turned into a Strogg halfway through, and keeps fighting; Raven Software continue Quake II.
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