Spirit Island is a cooperative game of settler-destruction.
Each player plays a different spirit who lives on an island being invaded by European settlers and works together and with the indigenous people to kill all the settlers or at least enough that they fuck off forever.
I really enjoy Spirit Island (you can play it solo fairly well if you don't mind playing two-handed). It's one of the few board games that I feel the theme is something that actually aligns with my beliefs fairly well.
It's...probably not something I would recommend to a newer board gamer though, because it is very heavy in execution.
I had the opportunity to play it once at a board games night and had a lot of fun but it's probably the most rules-heavy game I've ever played. Extremely cool game but unless you have a group of regular board game players who aren't afraid of big long games, it may be a bit too much.
Some of the COIN games have cool settings, like Cuba Libre. I have to admit that they're a bit too complex for me to justify buying - Root seems like the happy medium for this style of asymmetrical war games
I have a regular board game group who I play some pretty heavy games. We once played On a Distant Plain, the Afghanistan COIN game. By the end of it, the Coalition Forces player and the US player were legit at each other's throats and tearing their hair out.
9.5/10 simulation of Afghanistan
2/10 if you actually want to have fun and retain friends
Looking at my board game shelf right now, a few that have some class implications:
Twilight struggle - Play through the cold war. Incredibly fun but complicated.
Carcassone - a battle between feudal lords trying to capture as much of the commons as possible.
Jaipur - Ruthless trading about buying as cheaply as possible, and selling for as much as possible.
Ticket to ride - Railroad monopoly titans fighting over limited terrain.
Risk - Napoleonic warfare, but IMO the capturing of countries and continents gaining you more soldiers each round, implies industrialization and colonialism. Axis and allies kinda the same deal.
Pass the pigs - Do I need to elaborate on this one.
If you ever get around to playing it, don't let anyone introduce house rules that keep money in the game or otherwise slow it down (e.g. fees paid to the bank get picked up by the player that next lands on Free Parking, skipping the auction phase on unpurchased properties). Maybe consider setting a time limit, too.
I've seen reviews and discussions of Hegemony: Lead your class to victory stating and implying that it gets a lot of things about various policies and their economical consequences surprisingly right.
I was curious about Hegemony. I know you can play as the worker class in it, though I am not sure if something like a class revolution is a mechanic or not.
I have found that a lot (most?) of the board game space is very traditionally liberal though, so I wouldn't be surprised if the game reflected those kinds of economic ideas too.
That's the curious thing - reviews stating that the game gets a lot of it right despite the widespread (and, quite possibly, still present in the game itself) liberalism.
One player mentioned feeling defenseless as the workers when the capitalists sell everything abroad and gain so many influence dice as to make engaging in elections and policy-making against them pointless, then, following the workers' attemps at striking, decide to buy abroad as well; his coplayer referred to a two-months-old argument among them about protectionist policies, then asked whether player 1 sees now, taking a simplified model that is the game as an example, that reliance on consumer imports is pretty harmful for the majority of the population in the long run.
Red Outpost is a cool concept but not the best gameplay.
Not sure if I'd call it based as such but the cooperative aspect of Pandemic and the Legacy versions is really refreshing. Most games these days are competitive and based on some liberal economic aspect.
The Resistance is a my preference for the secret role/social deduction style party game. One thing I really like is that it has no player elimination mechanics, you don't have to worry about getting knocked out in round 1 and then just watching your friends play the remaining rounds.
Not necessarily spycraft, but Sheriff of Nottingham is a really fun bluffing game where you are trying to smuggle goods past the titular Sheriff.
I didn't get a chance to play it, just watch, but Coup looked really fun and is basically a game about bluffing about which cards you may or may not have.
If it wasn't the wordcraft that turned you off Codenames then I think Decrypto is a much better execution. The opposing team is also trying to make guesses using your information, which makes it more of a spy game, and there is less RNG involved in being dealt good words.
Other than that I enjoy Coup and Citadels, basically any Mafia style game, as well as games where everyone is dealt a similar hand like Libertalia and Oriflame.
Paint Chip Poetry has players make poems which is nice. There's a level of warmth to it that contrasts well with mathy games and competitive games. I think it has rules for winning and losing, but I've never used them.
Wingspan is nice, the cards are birds and the art is very good. You could get intense about Wingspan or play very casually so the flexibility there is good.
spirit island is a board game about elemental land spirits working together to get colonisers out. its been on my wishlist for a while but its a bit expensive. it takes a more... fantastical presentation but its basically the only board game i know where you drive out the settlers, as a lot of board games have you play as them (that or a capitalist)