Here is a few of my personal guidelines I had when designing the games. They are not fulfilled 100% on every game, but they were guidelines.
No RNG: No, or at least as little RNG as possible in the games. Starting positions can be RNG'd, assuming they are symmetrical. The only ingame RNG I had was as a last tiebreaker in Death Roulette Round Master. Starting positions in Death Roulette weren't perfect symmetrical due to one empty space, but I thought the possible unfairness from that was neglible.
Symmetrical starting positions: Already touched on that above. No player should get an unfair advantage due to starting position. Apart from Death Roulette, all other starting positions were symmetrical. Technically you can get an "unfair" advantage since you can start close or far away from your allies, but the only game that this would really influence was Witch's Game.
Allies help, but does not guarantee: Basically a goal I had was that even if you are outnumbered in a game, you should still have a win chance. 3v1 in the final game would be very hard to win of course, but not impossible (I think, there might be a strategy I missed). Witch's Game is down to RNG if you are at all vs you, and I think that Witch's Game is probably my least favourite game. If you are very heavily outnumbered then you might not have a chance in some games though, but I mean alliances *are* part of the game.
Simple games: No long or complicated games like mafia with lots of roles or Relic Sweeper. You should mainly win by tactics, alliances and predict your opponent, not by reading and rereading long rulesets looking for the optimal role-combo. Think Chess, not Starcraft II.
Might have forgotten something, and if there is something more I should think of when/if I make another Paradise Lost, do tell me! Also tell me if any of those guidelines looks weird or stupid to you.