Games in this collection
Which scale of decision interests you?
Strategy can begin with one risky effect and expand into choosing an entire faction’s development path. Astrea and Rana Card focus attention on combinations; Hadean Tactics connects them to a team. Songs of Conquest offers an army and a realm, Xenonauts 2 a squad and global defence, and ZEPHON cities, technology and a front line on a shared map. Choose the size of the problem before choosing any game carrying a strategy label.
Compare activities and format
Show the game comparison
| Game | Players | Mode | Best for |
|---|---|---|---|
| Astrea: Six-Sided Oracles | 1 player | Dice-pool building | For managing probabilities and risky effects |
| Rana Card | 1 player | Farm-themed deckbuilding roguelike | For deciding whether one more card is worth the risk |
| Hadean Tactics | 1 player | Deckbuilding and autobattling | For building a team and influencing its battles |
| Songs of Conquest | Solo or with other players | Turn-based armies and adventure | For leading an army across a map and developing a realm |
| Xenonauts 2 | 1 player | Squad tactics and global defence | For letting mission results shape the wider war |
| ZEPHON | Solo or with other players | Post-apocalyptic 4X strategy | For connecting cities, research, diplomacy and the front line |
One combination: dice and card risk
This pair suits a focus on a working system without managing a large army. In Astrea you assemble possible outcomes; in Rana Card you repeatedly compare a desired effect with the remaining budget. Compare them by the decision you want to make again.

Astrea: Six-Sided Oracles
For managing probabilities and risky effects
- Players
- 1 player
- Mode
- Dice-pool building
Astrea replaces a conventional deck with dice. The roll matters, but so do the faces you assemble and how you use Purification and Corruption: an effect can benefit you or your opponent. Your growing pool becomes a tool for managing risk. It suits players who enjoy explaining a good turn through several connected decisions. Comparing a reliable option with a dangerous, powerful one is particularly appealing: you are not merely waiting for luck, but creating conditions in which it can help.
Keep in mind: Corruption can be a tool, but too much is dangerous. This is a risk system, rather than ordinary combat with different artwork.
Steam reviews: 92% positive · 4,568 reviewsData checked:

Rana Card
For deciding whether one more card is worth the risk
- Players
- 1 player
- Mode
- Farm-themed deckbuilding roguelike
Rana Card puts you in charge of a farm through a deck, working towards TimeTech Corporation’s targets. Cards have a Time Cost and each turn has a limited budget: another useful effect competes with the risk of a Time Explosion. Choose it if you enjoy deciding whether to push a little further or stop. Finding combinations that justify the risk is more interesting than treating the farm as peaceful scenery. Cards and events change your route, so an intended plan must respond to what actually arrives.
Keep in mind: The farm theme does not make it a freeform life simulation: targets and a Time budget are part of its card system.
Steam reviews: 90% positive · 1,407 reviewsData checked:
A team that fights for you

Hadean Tactics
For building a team and influencing its battles
- Players
- 1 player
- Mode
- Deckbuilding and autobattling
Hadean Tactics connects deckbuilding to a party that fights automatically. Recruit units, find cards and relics, then influence the action through card effects. A new find therefore depends on the team already assembled: the interesting task is making its alliances work as a whole. It suits players who enjoy preparing a roster and watching the outcome while retaining a way to intervene. It bridges the satisfaction of a successful deck and the satisfaction of a carefully assembled squad.
Keep in mind: Battles combine autobattling with card control. Do not expect a separate command for every movement of every unit.
Steam reviews: 89% positive · 1,942 reviewsData checked:
Armies on a map or missions with consequences
Songs of Conquest attracts through adventure and developing a realm around an army. Xenonauts 2 links a tactical operation to headquarters and the wider defence. Choose the former if the appeal is travelling towards new possibilities; consider the latter if it is returning with a result and solving the next problem.

Songs of Conquest
For leading an army across a map and developing a realm
- Players
- Solo or with other players
- Mode
- Turn-based armies and adventure
Songs of Conquest alternates map exploration, town development and army battles. Searching for artifacts and new territory turns preparation for the next fight into an adventure, while troop composition connects to available magic. Choose it for decisions on two levels: what to develop in your realm and how to use that preparation in a confrontation. It suits players who enjoy seeing a long-term plan pay off in a particular battle. A scenario, a random map and a suitable map for friends create different experiences.
Keep in mind: Modes depend on the map. Online and local hotseat are supported, but not every scenario should be assumed cooperative.
Steam reviews: 86% positive · 13,584 reviewsData checked:

Xenonauts 2
For letting mission results shape the wider war
- Players
- 1 player
- Mode
- Squad tactics and global defence
Xenonauts 2 connects turn-based squad missions to a network of bases, interceptions and research. Ground battles provide material for developing equipment, while global preparation determines what you take into the next mission. Choose it if you enjoy returning to headquarters with a new problem and finding an organizational answer. A clever battlefield manoeuvre matters alongside how you divide attention between the front line, air forces and development. It is an interconnected defence campaign, rather than a collection of independent tactical puzzles.
Keep in mind: Both global management and squad battles require attention. If only one side interests you, the other does not disappear.
Steam reviews: 81% positive · 5,868 reviewsData checked:
An entire faction on one map

ZEPHON
For connecting cities, research, diplomacy and the front line
- Players
- Solo or with other players
- Mode
- Post-apocalyptic 4X strategy
In ZEPHON, settlements, the economy and research share a map with the armies fighting for them. There is no separate battle arena: city locations and fortifications connect to how a confrontation develops. It suits a 4X player interested in applying technologies in a dangerous world, rather than only unlocking them. Diplomacy offers another way to change your position, while your development path gives your side a distinct identity. The appeal is constructing an overall plan and discovering whether it survives contact with an opponent.
Keep in mind: War and a hostile environment are substantial parts of the game. This is not pressure-free, cozy city building.
Steam reviews: 83% positive · 1,958 reviewsData checked:
Why these particular strategies?
On 7 October 2026, ggpick’s strategy search found 19 released base games with a Steam score of at least 80% and at least 1,000 reviews. Our editors chose six options from that result set after checking their Windows versions and features against primary sources: dice, card risk, autobattling, armies, global defence and 4X. Earlier releases are included; the order aids comparison. The search button repeats the selection conditions.
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Frequently asked questions
Which of the six can friends play together?
Songs of Conquest and ZEPHON have verified official multiplayer modes. Choose a Songs of Conquest map supporting your intended format; the other four games in this collection support single-player.
Are these all fully turn-based strategies?
No. Hadean Tactics combines cards with automatically unfolding combat. The collection is connected by decision-making and planning, rather than identical control of every action.
What should I choose without cities and a large map?
Compare Astrea, Rana Card and Hadean Tactics. The first two focus on dice or card combinations and risk; the third adds recruiting a party for autobattling.