Board games address all sorts of mature themes, like family planning in Life, or hetero-normative workplace discrimination in Crossfire. For one tackling the most controversial issue of all that doesn't involve unpredictably bouncing balls: The War on Terror.
Dreamed up by a group of cheeky Englishmen and providing 2-ish hours of no-holds-barred, subversive multiplayer fun, the just-dropped 2nd edition of WoT encourages competing "empires" to use guerrilla terror tactics in their quest for world domination, with the new version trimmed of gameplay fluff, and spiced up with playing cards that promote "balance and reward", or why Shaun White is richer than you'll ever be. Everyone starts off with a few small villages before empire-building/destroying through collecting oil revenue, strategically placing dormant terrorist cells bought from "training camps", and attacking selected targets, with the game eventually ending in "terrorist victory" when all the other empires are destroyed, or "world peace" when all players agree to walk away amicably...which is actually the perfect time to attack!! New improvements include "tonnes" of fresh, comically violent cartooning throughout the box and board, an increased emphasis on insurgent funding via more long-term strategic options, and new game cards (pulled randomly once per turn after troop placement) like the appropriately devastating "Nuclear Weapons", "God's on My Side", which doesn't appear to do much (...in the game!), and "Civilian Protest", which can stop a war with a roll of 13, though any other roll, and you're getting hosed.
For sticking it to the similarly villainous, the WoT boys've also just introduced a card game called Crunch, where, playing as a global banking CEO, you're forced to "juggle the conflicting demands of your ailing bank and your flourishing bank account" -- though if it's flourishing too delicately, you're probably about to be crossfired anyway.