The rules, the house rules, and which of them are actually real.
37 games · 203 rulings · mohitagw15856.github.io/rulebook · Code MIT, data CC BY 4.0. Game names and trademarks belong to their owners.
Draft tiles and place them on your wall in patterns, scoring for adjacency and for completed rows, columns and colours.
| players | 2–4, best at 2 |
| box says / really takes | 45 min / 40 min |
| setup / teach / pack away | 3 min / 6 min / 4 min |
| between your turns | 25 sec |
| works from age | 8 |
| weight / luck | 1.8 of 5 · 30% chance |
Take tiles, place them in rows, move them to your wall, score for what they touch. The whole game is about what you are forced to take, not what you want.
Fill each factory display with four tiles drawn blind from the bag. Every player gets a board with five pattern lines on the left, a five-by-five wall on the right, and a floor line underneath.
On your turn you must do exactly one of two things:
You must take all of that colour. You do not get to choose how many.
Put the tiles you took into a single pattern line on your board. The lines hold one, two, three, four and five tiles respectively.
Three restrictions:
When no tiles remain anywhere, every completed pattern line sends one tile onto the matching row of your wall. The rest of that line is discarded.
Score each tile as you place it by counting the unbroken horizontal and vertical chains it becomes part of. A tile touching nothing scores one. A tile completing a run of three horizontally and two vertically scores five.
Then subtract your floor penalties, refill the factories, and play another round.
The game ends after the round in which somebody completes a full horizontal row on their wall. Then add the bonuses: two points per completed row, seven per completed column, ten for each colour placed all five times.
Taking tiles you cannot use is not optional. Late in a round the centre often holds nothing but tiles that will land straight on your floor, and choosing which damage to take is the real decision the game is built around.
No. You take every tile of the chosen colour from that display or from the centre, however many there are. Being forced to take four when you can only use two is the central tension of the game.
They go straight to your floor line and subtract points at the end of the round, on an increasing scale. You may also choose to send tiles to the floor deliberately, which is occasionally the correct play.
No. If that colour already sits in the corresponding row of your wall, that pattern line is closed to it permanently. Any tiles of that colour you take must go somewhere else or onto the floor.
Yes. The first player to draft from the centre each round takes the starting player marker onto their floor line, costing one point, and leads the next round. It is a small price and often worth paying deliberately.
Yes. Pattern lines that are not full remain exactly as they are into the next round, keeping their colour and their tiles. Only completed lines send a tile to the wall and clear.
The current round is played to its end, including all wall placement and scoring, and the game finishes after that. It does not stop mid-round, so a player can still complete a row of their own in the same round.
Most complete horizontal rows wins. Still tied, the tie stands — Azul has no further tiebreak and a shared win is a legitimate result.
A player who has taken heavy floor penalties two rounds running is unlikely to recover, but rounds are short and the endgame bonuses are large enough that conceding early is usually premature. Finish the round at minimum.
A first-timer — Ignore the floor line penalty for the first round only. It is the rule that punishes inexperience hardest.
The tiles are the game and cannot sensibly be improvised. Player boards are printable. The bag can be any opaque container.
The five tile colours are distinguished partly by pattern, which helps, but the blue and turquoise are close under warm light. The tiles are chunky and pleasant to handle, which makes this one of the more dexterity-friendly modern games. Scoring involves counting adjacency chains, which is the main arithmetic demand.
Move all fifteen of your checkers around the board into your home quarter, then bear them off before your opponent does.
| players | 2, best at 2 |
| box says / really takes | 30 min / 25 min |
| setup / teach / pack away | 60 sec / 10 min / 60 sec |
| between your turns | 20 sec |
| works from age | 8 |
| weight / luck | 2.6 of 5 · 45% chance |
A race in which both players run in opposite directions around the same twenty-four points, and can knock each other back to the start on the way.
Twenty-four narrow triangles, called points, in two alternating colours. Each player moves their fifteen checkers in the opposite direction to their opponent, towards their own home board — the final quarter.
The standard start places two checkers on your twenty-four point, five on your thirteen, three on your eight and five on your six.
Roll two dice. You may move one checker by the first die and another by the second, or move a single checker by both numbers in sequence — in which case the intermediate point must also be legal to land on.
Rolling a double gives you four moves of that number rather than two.
You may only land on a point that is empty, holds your own checkers, or holds exactly one enemy checker. A point occupied by two or more enemy checkers is closed to you completely.
You must use both dice if any legal way exists to do so. If only one can be played, play the higher.
Landing on a point with exactly one enemy checker sends that checker to the bar. Its owner must bring it back into their opponent's home board — starting the whole lap again — before making any other move at all. A player with a checker on the bar can be completely stuck.
Once all fifteen of your checkers are inside your home board, you may begin bearing off — removing them with exact rolls. If you roll a number higher than any occupied point, you may bear off from the highest point you still hold.
Get hit at this stage and that checker returns to the bar and must travel the entire way round again, which is how apparently won games are lost.
At the start of any turn, before rolling, you may offer to double the stake. Your opponent either declines and loses immediately at the current value, or accepts and takes ownership of the cube — after which only they may double next.
The cube is what makes backgammon a game of judgement rather than a dice race, and it is the part most casual players never use.
A normal win scores the cube value. Winning before your opponent has borne off any checker is a gammon and scores double. Winning while they still have a checker on the bar or in your home board is a backgammon and scores triple.
Yes. If any legal sequence uses both numbers, you must play one of them. Where only one number can be played, you are required to play the higher. Preferring not to move is never a reason to leave a die unused.
Only the player who accepted. Taking a double gives you sole ownership of the cube, and your opponent cannot double again until you have used it. This is what stops a stronger player simply doubling every turn.
No. Every checker on the bar must re-enter your opponent's home board before you may move anything else. If you cannot enter, your entire turn is forfeited, and against a well-made board that can happen many turns running.
Not in the standard rules. Accepting a double gives you the cube, but you cannot use it until your own turn.
The house version: Under the beaver rule, a player who believes the double was a mistake may accept and immediately redouble while keeping ownership of the cube. Money play uses it often; match play essentially never does.
You bear off a checker from your highest occupied point. This only applies when no point higher than the number rolled is occupied — otherwise you must make a legal move within the home board instead.
A gammon doubles the stake and happens when the loser has borne off no checkers at all. A backgammon triples it, and requires the loser to still have a checker on the bar or inside the winner's home board. Both are multiplied by whatever the doubling cube stands at.
A single game cannot be tied. A match is played to an odd number of points precisely so that it cannot end level.
Resigning is built into the game rather than being an act of grace. Declining a double is a formal resignation of that game at its current stake, and doing it early in a hopeless race is correct play rather than poor sportsmanship.
A weaker player — Give them the doubling cube at 2 to start, or let them roll first every game.
Checkers can be coins or draughts pieces without any loss. The doubling cube can be a scrap of paper with a number written on it and a note of who owns it. A missing die genuinely stops play.
The two checker colours are frequently dark brown and black, which is a poor contrast pairing in low light; sets with a strong light-dark contrast are much easier. Counting pip totals is the main cognitive demand, and there is no shame in doing it aloud. Boards with recessed points make lifting checkers harder for anyone with limited dexterity.
Find and sink all five of your opponent's hidden ships before they sink yours.
| players | 2, best at 2 |
| box says / really takes | 20 min / 20 min |
| setup / teach / pack away | 2 min / 90 sec / 90 sec |
| between your turns | 10 sec |
| works from age | 6 |
| weight / luck | 1.1 of 5 · 65% chance |
Two grids, ten by ten. Yours holds your fleet; the other tracks where you have shot. Neither player can see the other's board, and that is the whole game.
Each player secretly arranges five ships on their own grid:
Ships sit horizontally or vertically along the grid lines. They may not be placed diagonally, may not overlap, and may not run off the edge. Whether ships may touch each other is the one setup question worth agreeing before you start.
Players alternate. On your turn, name a single coordinate — a letter and a number. Your opponent must tell you truthfully whether it is a hit or a miss.
Mark it on your tracking grid: one symbol for hits, another for misses. Losing track of what you have already fired at is the most common way to lose.
When every square of a ship has been hit, its owner must say so and name the ship. You are not required to volunteer anything before that point, and you must not lie about it afterwards.
Knowing which ship you have sunk is real information, because it tells you how many squares of each length remain to be found.
Sink all five enemy ships. Since players alternate and the game is otherwise symmetrical, the player who fires first genuinely has the advantage — flip for it, or play two games and swap.
In the standard published rules, yes. Ships may sit side by side as long as they do not overlap. Only diagonal placement and overlapping are forbidden.
The house version: A widespread house version requires at least one empty square between any two ships, which makes deduction far more powerful because a confirmed miss rules out a large area.
Yes. When the last square of a ship is hit you must announce both that it has sunk and which ship it was. Concealing it is cheating, though you are never obliged to hint at anything before the final hit.
Yes, unavoidably. Both players need the same number of successful shots, so whoever starts reaches the total first in any tied race. Flip a coin, or play an even number of games and alternate who opens.
Not in the standard rules, where every turn is exactly one shot regardless of the result.
The house version: Many tables let a hit earn another shot immediately, continuing until you miss.
No. Every ship lies along a row or a column. Diagonal placement is not permitted in any published version, and allowing it breaks the search logic the whole game rests on.
Impossible. One fleet is sunk before the other, and the player who fired second cannot equalise.
Once four of your five ships are sunk, conceding costs nothing and saves five minutes of being shot at. Nobody has ever come back from that position.
A young child — The adult plays with four ships instead of five, and announces near-misses.
Claiming a miss on a square that was a hit, and moving the ship later in the game.
Spot it: Play on paper and swap sheets at the end. A fleet that never had a home square is obvious immediately.
This game does not need its box at all. Two sheets of squared paper per player and a pen reproduce it exactly, which is how most people first played it.
The plastic pegs are very small and a real dexterity barrier; the paper version avoids this completely and is in no way inferior. Calling and hearing coordinates accurately matters, so agree on a phonetic convention if the room is loud — B and D cause most of the disputes.
Beat the dealer's hand without going over 21.
| players | 1–7, best at 4 |
| box says / really takes | 20 min / 30 min (over by 10 min) |
| setup / teach / pack away | 30 sec / 4 min / 30 sec |
| between your turns | 45 sec |
| works from age | 8 |
| weight / luck | 1.8 of 5 · 70% chance |
You are not playing the other players. Every hand is you against the dealer, and the dealer has no choices to make.
| Card | Value | | --- | --- | | 2–10 | Face value | | Jack, Queen, King | 10 | | Ace | 11, or 1 if 11 would bust you |
A hand holding an Ace still counted as 11 is soft. Soft hands cannot bust on the next card.
Everyone places a bet. Each player receives two cards face up. The dealer takes one face up and one face down.
If your first two cards total 21 — an Ace with any ten-valued card — that is a blackjack, and it normally pays three to two.
Going over 21 is a bust and loses immediately, before the dealer plays.
The dealer reveals the face-down card and then follows a fixed rule with no discretion: draw while the total is 16 or less, stand on 17 or more. Whether the dealer hits a soft 17 varies and is printed on the table.
Rotate the dealer every round. The dealer has a mathematical edge, so leaving one person as the house for a whole evening is not a game, it is a slow transfer of matchsticks.
Both, whichever helps. An Ace counts as 11 unless that would bust you, in which case it counts as 1. A hand containing an Ace still counted as 11 is called "soft" — a soft 17 (Ace plus six) can never bust on one more card, which is why the dealer rule for soft 17 matters so much.
No. You lose. The moment you go over 21 your bet is collected, before the dealer plays at all. This ordering is the single largest source of the house edge, and most casual players do not realise it exists.
None at all. The dealer follows a fixed rule: draw to 16, stand on 17. Whether they hit a *soft* 17 varies by house and is printed on the table. Hitting soft 17 is worse for the player.
It is a legal side bet, and for a player not counting cards it is a bad one. It pays 2:1 on a proposition that comes in slightly less than one time in three, so it loses money over time regardless of what you hold.
Not a standard casino rule and absent from most tables.
The house version: A hand of five cards totalling 21 or less wins immediately, regardless of the dealer's hand.
A hand tied with the dealer is a push — your stake is returned and nobody wins. It is not a loss, whatever the table mutters.
Anyone may leave between hands. That is the whole appeal — the game has no arc to interrupt, so walking away after a round costs nobody anything.
A beginner — Play with a printed basic strategy card face up on the table for everyone. It is not cheating, it is the correct play.
Capping a bet — adding a chip after seeing the cards.
Spot it: Bets are settled before the deal and not touched afterwards. Say it once at the start of a home game.
Any deck and any counters work — coins, matches, dried beans. The dealer role can rotate each round so that nobody is stuck as the house all evening.
Card values are numeric and colour is irrelevant, so colour vision is not needed. Betting and payout arithmetic is the real barrier; a printed payout card helps enormously.
Be first to ten victory points, earned from settlements, cities, the longest road, the largest army and some development cards.
| players | 3–4, best at 4 |
| box says / really takes | 60 min / 90 min (over by 30 min) |
| setup / teach / pack away | 8 min / 15 min / 6 min |
| between your turns | 3 min |
| works from age | 10 |
| weight / luck | 2.3 of 5 · 50% chance |
Build settlements on a board that pays out on dice rolls, and trade for the resources you are short of. The trading is the game; the building is the scoreboard.
Nineteen hexes, each a terrain type producing one resource, each with a number token from 2 to 12 (the desert has none and starts with the robber).
| Terrain | Produces | | --- | --- | | Forest | Lumber | | Hills | Brick | | Fields | Grain | | Pasture | Wool | | Mountains | Ore | | Desert | Nothing |
In turn order, each player places a settlement and a road. Then, in reverse order, each places a second settlement and road.
Collect starting resources from your second settlement only — one card for each adjacent terrain hex.
1. Roll two dice. Every player with a settlement touching a hex showing that number collects one resource from it; a city collects two. 2. Trade — with other players, or with the bank at 4:1, or at a port you have built on. 3. Build — spend resources:
| Build | Cost | | --- | --- | | Road | Lumber + Brick | | Settlement | Lumber + Brick + Grain + Wool | | City (upgrades a settlement) | 3 Ore + 2 Grain | | Development card | Ore + Grain + Wool |
No resources are produced. Instead:
| Source | Points | | --- | --- | | Settlement | 1 | | City | 2 | | Longest Road (5+ segments, most) | 2 | | Largest Army (3+ knights, most) | 2 | | Victory point development card | 1 each |
First to ten wins. You announce it on your own turn — development card points stay hidden until then, which is why games often end a turn before everyone expects.
Settlements must be at least two intersections apart, and roads must connect to your own network.
Every player holding more than seven resource cards discards half, rounded down — not just the player who rolled, and not only the player being robbed. The roller then moves the robber and steals one card from a player adjacent to its new hex.
Trades between players may only happen during the active player's trade phase, and every trade must involve the active player. Two other players cannot trade with each other. This single rule is what stops the board from being solved by coalition.
The holder keeps it on a tie — you must exceed the current holder, not match them. If a settlement is built that breaks the holder's road and drops them below five, the card goes to whoever now has the longest, or is set aside if nobody has five.
No, only on your own turn. The exception is the 5-6 player extension, which adds an explicit special build phase precisely because the wait would otherwise be too long.
At setup you collect resources only from your **second** settlement, the one placed on the way back round. Collecting from both is a common error that meaningfully advantages the first player.
The published rules require the robber to move to a different hex, and the desert is a legal destination — effectively a pass.
The house version: Many groups ban parking the robber on the desert, or ban returning it to the hex it just left, to stop a player neutralising the mechanic.
Ties cannot happen. Victory points are checked only on your own turn, so the first player to reach ten ends it before anyone else can match.
Do not concede Catan. A trailing player still controls who gets the wheat, and quitting hands the game to whoever they were blocking. If you must stop, agree to end at a lower points target instead.
A first-time player — Let them place last and first in the snake, and allow them to take back a placement in the first two turns.
A much stronger player — Set their target to eleven victory points while everyone else plays to ten.
Taking two resources when one was earned, during a busy collection phase.
Spot it: Collect one hex at a time, out loud, when the table is large. Slower, and it ends the problem.
Miscounting a trade — handing over two of something when three was agreed.
Spot it: Complete trades in the middle of the table rather than hand to hand.
Lost number tokens can be replaced by writing numbers on card. A missing robber can be any distinctive object. Resource cards are the one component that genuinely cannot be improvised at reasonable effort.
Player colours are the main barrier, and red versus green appears in every set — use shape markers or distinct piece sets. The number tokens are small; the dots beneath each number indicate probability and are frequently too small to read, so a printed probability reference helps.
Act out a title or phrase without speaking, while your team tries to guess it before time runs out.
| players | 4–20, best at 8 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 4 min / 2 min / 60 sec |
| between your turns | 60 sec |
| works from age | 6 |
| weight / luck | 1 of 5 · 35% chance |
One person acts. Nobody speaks. Everybody shouts. It has survived for two centuries because it needs nothing but people and paper.
Everyone writes two or three titles or phrases on separate slips — films, books, songs, television programmes, well-known sayings. Fold them and put them all in one container.
Agree what is fair before anybody writes. A group that has never established this will produce at least one clue nobody present has heard of, and the resulting argument is more predictable than the game.
Draw a slip and read it silently. Set the timer, usually to a minute or two.
Before acting, it is conventional to indicate the category and the structure: how many words, which word you are tackling, and how many syllables it has. There is a traditional vocabulary of gestures for this, and every group's version differs slightly.
While acting you may not speak, mouth words, make any sound, or point at an object in the room to indicate the word. Miming the idea of an object is the game; pointing at the actual thing is not.
Your team calls out guesses freely, as many as they like. There is no penalty for a wrong guess and no turn order — it is meant to be a scramble.
If they get it before the timer, the team scores. If not, most groups reveal the answer, which is usually the funniest moment of the round.
One point per successful guess, and play alternates between teams. Keep score if you want to. Most groups start doing so and quietly stop, which is fine — the game does not depend on it.
No. Pointing at a real object to convey the word for it bypasses the whole activity. You may mime handling an imaginary object freely — the distinction is between representing a thing and simply indicating one.
Yes, and the traditional signal is tugging your earlobe. You then act out a word that rhymes with the one you actually need. It is standard in nearly every tradition, though a few groups ban it for being too powerful.
No. Forming the word with your lips is treated exactly as speaking it, even with no sound. This is the most frequently broken rule in the game, usually accidentally and in the last ten seconds.
There is no governing body, so no answer is official. The common convention is that the performer decides, and their decision stands.
The house version: Stricter groups require the exact title. Looser groups accept anything that demonstrates the guesser clearly knows the answer.
It is conventional rather than compulsory, and skipping it makes the round substantially harder. Most groups treat the word count and category as a courtesy the performer owes their own team.
Play one more round each. Nobody has ever been satisfied by a drawn game of charades.
It ends when the room's energy drops, not at a score. Somebody should say "last round each" out loud rather than letting it fizzle, because charades that stops cleanly is remembered far better than charades that trails off.
There is nothing to substitute. Paper, a bowl and a phone timer are the whole requirement, and any of the three can be improvised.
It is a physical game and excludes anyone who cannot perform standing movement, though seated charades works perfectly well if the group agrees to it. It is also loud and fast, which can be genuinely difficult for players who need time to process speech. Allowing a player to pass without penalty removes most of the social pressure.
Attack the opposing king so that no legal move escapes the attack.
| players | 2, best at 2 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 60 sec / 10 min / 60 sec |
| between your turns | 1 min |
| works from age | 7 |
| weight / luck | 3.6 of 5 · 0% chance |
No hidden information and no dice. Everything either player needs to know is on the board.
Rooks in the corners, then knights, then bishops, then queen and king. Pawns fill the second rank.
Two checks that catch people out: the queen goes on her own colour (white queen on a light square), and the near-right corner square is light for both players.
White moves first.
| Piece | Movement | | --- | --- | | King | One square in any direction | | Queen | Any distance, straight or diagonal | | Rook | Any distance, straight | | Bishop | Any distance, diagonal | | Knight | An L: two squares one way, one the other. The only piece that jumps over others | | Pawn | One square forward, or two on its first move. Captures diagonally only |
Every piece except the knight is blocked by pieces in the way. You capture by moving onto an occupied square; you may never capture your own pieces.
Castling — the king moves two squares toward a rook, and that rook jumps to the far side of the king. Requires: neither piece has moved, the squares between are empty, the king is not in check, and the king does not cross or land on an attacked square. The rook may be attacked; that does not matter.
En passant — if an enemy pawn advances two squares and lands directly beside your pawn, you may capture it as if it had moved only one. Only on the very next move.
Promotion — a pawn reaching the far rank becomes a queen, rook, bishop or knight. Your choice, and you may have more than one queen.
Your king is in check when it is attacked. You must respond immediately by moving the king, blocking, or capturing the attacker. You may never make a move that leaves your own king in check.
Checkmate is check with no legal escape. That ends the game.
If a pawn advances two squares from its starting position and lands beside an enemy pawn, that pawn may capture it as though it had only moved one square — but **only on the immediately following move**. Miss the chance and it is gone. It is a genuine rule that a great many casual players have never been taught.
Four conditions, all required: neither the king nor that rook has moved; the squares between them are empty; the king is not currently in check; and the king does not pass through or land on an attacked square. Note what is **not** on the list — the rook may be attacked, and the rook may pass through an attacked square. Both are legal.
No — it is a draw. If the player to move has no legal move and is **not** in check, the game is drawn regardless of material. This rule is why a player with a queen and king can still fail to win, and why beginners throw away won positions.
No. A pawn reaching the far rank must promote, but to any piece except a king — queen, rook, bishop or knight. Promoting to a knight is occasionally the only winning move, because a knight attacks squares a queen cannot. You may have several queens on the board at once.
In formal play, yes — touch a piece and you must move it if it has a legal move; touch an opponent's piece and you must capture it if you legally can. Say "j'adoube" or "I adjust" first if you only want to straighten a piece. Casual games usually ignore this, which is fine as long as both players agree before the first move rather than during an argument.
Several ways. Threefold repetition — the same position with the same player to move occurs three times — may be claimed as a draw. The fifty-move rule allows a claim after fifty moves by each side with no capture and no pawn move. Insufficient material, such as king against king, is an immediate draw.
A drawn game is a genuine result, not a failure to finish. In a tournament, tiebreaks run on head-to-head, then most games won with black, then a blitz playoff.
Resigning is normal and, at any level of seriousness, polite. Playing on two pawns down against someone who obviously has it is a way of asking them to prove it, which is fine between friends and tiresome otherwise.
A much stronger player — Remove material — a knight, then a rook, then the queen. Odds chess is a centuries-old tradition and there is no shame in it.
A large gap in thinking time — Give the weaker player twice the clock. It levels far more precisely than material does.
Taking back a move after seeing the reply, framed as 'I hadn't let go'.
Spot it: Touch-move is the rule and it is unambiguous. Agree at the start whether you are playing it, and then play it.
Nudging the clock, or hitting it before completing the move.
Spot it: The move ends when the clock is pressed. Anyone can call it.
A missing piece can be stood in for by a coin or an upturned pawn, agreed before the game. A missing queen is traditionally represented by an upturned rook.
Piece shape carries the information, not colour, so colour vision is rarely a barrier — but light-versus-dark squares can be. Tactile sets with pegged pieces and raised dark squares exist and are the standard accommodation for blind players, who typically use algebraic notation spoken aloud.
Work out which suspect, weapon and room are hidden in the case envelope, and say so before anybody else does.
| players | 3–6, best at 4 |
| box says / really takes | 45 min / 50 min (over by 5 min) |
| setup / teach / pack away | 4 min / 7 min / 4 min |
| between your turns | 50 sec |
| works from age | 8 |
| weight / luck | 1.9 of 5 · 55% chance |
Somebody has been murdered. One suspect card, one weapon card and one room card are sealed in an envelope before anybody looks at anything, and the whole game is a race to work out which three.
Separate the twenty-one cards into three piles by type. Shuffle each pile separately and, without looking, take the top card of each into the case envelope. Shuffle the remaining eighteen together and deal them out as evenly as possible, face down, to the players.
The cards in your hand are, by definition, not in the envelope. That is your starting information, and it is different for everybody.
Roll and move that many spaces along the corridors. You may not move diagonally, and you cannot pass through another player. Four rooms sit at the corners and are joined in pairs by secret passages, which move you across the board for free.
Once you are in a room, you may make a suggestion: name a suspect, a weapon, and the room you are standing in. Move that suspect's token and that weapon into the room with you — which is not decoration, since it drags other players around the board against their will.
Beginning with the player on your left, each player in turn checks whether they hold any of the three cards you named. If they hold one, they must show you exactly one of them, privately. If they hold several, they choose which. As soon as one player shows you a card, the process stops — everybody else is skipped.
If nobody can disprove your suggestion, that is enormous. It does not prove you are right, because you may be holding one of the cards yourself, but everybody at the table now knows something.
At any point on your turn, you may make an accusation instead. Name all three cards, then look inside the envelope privately.
If you are right, show the cards and win.
If you are wrong, you are out. You take no further turns and can never win — but you keep your cards and must continue to disprove other players' suggestions. This is not optional and it is the reason a wrong accusation is so expensive.
You may only make one accusation in the whole game.
Only the first player, going clockwise, who holds any of the three named cards. They show one card and the process stops immediately — the remaining players are not asked at all, and reveal nothing.
You are out of contention permanently and take no further turns, but you stay at the table, keep your cards and must continue disproving other players' suggestions. Returning the envelope unchanged is essential.
Yes, and it is a genuine tactic rather than a loophole. Naming a card you hold guarantees that any player who disproves you must be showing you one of the other two, which narrows things down sharply.
You must be standing in a room, and the room you name must be the one you are in. Corridors allow no suggestions. An accusation, by contrast, may name any room in most editions.
Yes. On your next turn you may make a suggestion from the room you were pulled into without rolling at all, or you may roll and leave as normal. Being dragged across the board is an opportunity as often as a nuisance.
Yes. Taking a passage counts as your entire move, and you may suggest immediately on arrival. Passages are strong precisely because they get you into a room without any dice at all.
Not possible. Exactly one player makes a correct accusation and the game stops there.
Never concede Cluedo. A player who has been eliminated by a wrong accusation still holds cards and must keep answering suggestions, so leaving the table breaks the game for everyone else.
Glancing at another player's cards when they show them to a third player.
Spot it: Cards are shown low and close, to one person. Sit so this is physically possible before you deal.
Weapon tokens are decoration and can be anything, including scraps of paper with names on. Losing a card from the deck ruins the game outright — the twenty-one cards are the puzzle. The notepads are trivially replaced.
Tracking shown cards on a small printed grid is the main barrier; larger hand-ruled grids on plain paper work far better than the supplied pads. The weapon miniatures are small and easily lost, and the character colours include a green and a red that are difficult to tell apart.
Guide your team to identify all of your agents from a grid of words, using one-word clues, without hitting the assassin.
| players | 2–8, best at 6 |
| box says / really takes | 15 min / 25 min (over by 10 min) |
| setup / teach / pack away | 3 min / 4 min / 3 min |
| between your turns | 90 sec |
| works from age | 10 |
| weight / luck | 1.3 of 5 · 25% chance |
Two teams, one grid of words, and two people who know which words belong to whom and are allowed to say almost nothing.
Lay out twenty-five word cards in a five-by-five grid.
Each team picks a clue-giver. Both clue-givers — and only they — look at the same key card, which shows:
The starting team is shown on the key card and has one extra word to find.
On your team's turn, the clue-giver says one word and one number.
The word relates to the words on the grid you want your team to guess. The number says how many.
You may not use any word currently visible in the grid, and you may not use a form of one. Tone, emphasis and gestures are all forbidden — the clue is the whole communication.
The team discusses and then guesses one word at a time by touching it. The clue-giver covers the word with a card revealing who it belonged to:
You may make one more guess than the number given, as long as every guess so far has been correct. This lets you pick up words you missed from earlier clues.
The first team to reveal all of their agents wins. Revealing the assassin loses instantly, whatever the score.
Zero is legal, and means none of the grid words relate to your clue; the team may then guess as many as they like. "Unlimited" is also legal and is used when several known words are outstanding.
Exactly one word and one number, and nothing else — no tone, no gestures, no "this one's a stretch". Proper nouns are allowed if your group agrees; compound words are only legal if they are genuinely written as one word. The number is how many grid words the clue relates to.
No. The clue may not be any word currently visible in the grid, and you may not use a form of it either. Once a word is covered by an agent card, it becomes usable again.
Yes. A team may make one more guess than the number given, provided every guess so far has been correct. This exists so a team can pick up a word they missed from an earlier clue, and it is the mechanism most new players forget they have.
Yes to both. A clue of zero means "none of these relate to my words" and lets the team guess as many as they like, using the bonus-guess rule to chase earlier clues. "Unlimited" is used when the team already has several known words outstanding. Both are legal and both are rare enough to surprise people.
The published rules leave this to the group, which is a polite way of saying it is the most argued-about point in the game.
The house version: Common positions are: homophones always allowed, homophones never allowed, or allowed only if the spelling differs and the meaning is unrelated.
Play a decider round with the roles swapped. Most groups instead simply play best of three from the start.
Rounds are short enough that finishing is easier than quitting. If the room has lost interest, play the current round out and stop there.
A group with one very strong clue-giver — Cap their clues at two words maximum, or make them give clues for exactly one card.
Missing word cards barely matter — the grid only needs twenty-five words, and any twenty-five from the set work. A lost key card can be replaced by dealing agent cards face down into a grid and peeking.
Agent cards are red and blue, the classic problematic pair; the key card is also colour-coded. Mark team cards with shapes, or say the team aloud each turn. The game is entirely verbal otherwise and works well for players with limited mobility.
Find all fifteen agents between you, giving each other one-word clues, before you run out of turns or hit the assassin.
| players | 2–4, best at 2 |
| box says / really takes | 15 min / 25 min (over by 10 min) |
| setup / teach / pack away | 3 min / 5 min / 3 min |
| between your turns | 40 sec |
| works from age | 11 |
| weight / luck | 1.5 of 5 · 30% chance |
The cooperative version of Codenames. You are both clue-givers and both guessers, and neither of you can see the whole picture.
Deal twenty-five words into a square, five along each edge. Slide a key card into the holder and place it between you so that each player sees only their own side.
The two sides are different. Each shows nine of your agents, three assassins, and the rest bystanders. Crucially, some words are agents on both sides — and there are fifteen agents to find in total, not eighteen.
Take nine turn tokens.
Give your partner a one-word clue and a number, exactly as in standard Codenames. The clue must relate to the meaning of the words, and it must not be any word visible on the table.
Your partner guesses. For each guess:
Your partner may make one more guess than the number you said, and may stop early at any point.
Then you swap roles and they give you a clue.
A word that is an assassin on your key may be a perfectly good agent on your partner's. You cannot see their assassins and they cannot see yours. Steering your partner away from something you cannot warn them about is the entire emotional experience of the game.
Each round costs a token. Run out and the mission fails. Finding an agent that was already found from the other side returns a token, which is how a good pair buys itself time.
Find all fifteen agents before the tokens are gone. Because both players contribute, some agents count for both of you and the total is fifteen rather than eighteen.
The box includes a map of missions with varying numbers of tokens and allowed mistakes. It is worth using — the escalating difficulty is genuinely well designed and gives a pair something to work through over weeks.
Fifteen. Each key shows nine agents, but three of them overlap between the two sides, so the combined total is fifteen rather than eighteen. Finding an overlapping word from the second side returns a turn token rather than counting again.
Yes, and this is the central design of the game. A word can be a perfectly safe agent on your key and an instant loss on your partner's. You are never permitted to warn them, and being unable to is the point.
No. No clue may be any word currently visible in the grid, including as part of a compound. Once a word has been covered by an agent or bystander card it becomes legal to use.
The published rules require a single word, with proper nouns permitted at the group's discretion. Hyphenated and compound words sit in a genuine grey area that the rulebook acknowledges rather than settles.
The house version: Most pairs allow established compounds such as seatbelt, and allow well-known proper nouns. Stricter play allows neither.
The number you said, plus one. They may also stop at any point before that. The extra guess is intended for picking up an agent from a previous clue that was left behind.
Yes. A clue of zero tells your partner that none of the words relating to it are yours, which is a way of steering them away from danger without naming it. They may then guess as many times as they like, which makes it a genuine gamble rather than a free warning.
Cooperative, so there is nothing to tie. A mission either succeeds or it does not.
A failed mission takes fifteen minutes and the campaign map lets you retry the same node, so there is no reason to abandon one. If you hit the assassin, the mission is simply over and you start another.
The key card holder is essential and cannot be improvised easily, since it must show each player a different pattern. The word cards can be replaced with any twenty-five nouns written on paper.
The green and beige agent cards are close in value under low light. The game is entirely language-based and assumes fluent shared vocabulary and cultural reference, which makes it hard across a language gap in a way that Codenames Duet's cooperative framing does at least make gentler.
Be the last player with any influence remaining, by bluffing about which characters you hold and calling other players' bluffs.
| players | 2–6, best at 5 |
| box says / really takes | 15 min / 25 min (over by 10 min) |
| setup / teach / pack away | 90 sec / 6 min / 90 sec |
| between your turns | 30 sec |
| works from age | 12 |
| weight / luck | 1.7 of 5 · 35% chance |
You hold two character cards face down. You may claim to be any character at any time, whether or not you hold them. Everything else follows from that.
Shuffle the fifteen character cards and deal two to each player, face down. These are your influence. Take two coins each from the treasury.
Available to everybody, always, and never challengeable:
To take a character action, simply claim that character. You do not show anything.
Any other player may challenge. If they do, you reveal the card:
Blocks work identically. Claiming a block can itself be challenged, and a false block costs you a card.
When you lose a card you choose which one and turn it face up permanently. Everybody can now see it, and everybody knows what you no longer hold.
Lose both and you are out of the game.
Be the last player with a face-down card.
Yes. Beginning your turn with ten or more coins forces you to launch a coup as your action. You may not take income, use a character, or hold the coins back. It is the rule that guarantees the game ends.
You reveal it, the challenger loses a card, and then you shuffle your revealed card back into the deck and draw a replacement. You do not keep the revealed card, which means the table's new information about you is immediately worthless.
Yes. A block is itself a character claim and is challengeable on exactly the same terms. Claiming a Contessa you do not hold to survive an assassination is one of the most common bluffs in the game, and calling it is often correct.
No. The three coins are spent when you declare the assassination and are not refunded, whether you are challenged successfully, blocked, or anything else. A failed assassin bluff therefore costs you a card and three coins together.
A player with a single card who challenges and loses is eliminated by that alone, and the assassination becomes irrelevant. You cannot lose more influence than you hold, so there is no double penalty — only a faster exit.
You choose which of your cards to reveal, and it stays face up for the rest of the game where everyone can see it. That public information is significant — the table now knows one character you definitely cannot claim honestly, and one more copy of it that is out of the deck.
Impossible — the game ends when one player is the last with influence.
Eliminated players are out for the whole game rather than the round, so a short game is a real risk. Playing best of three is the usual fix, and anyone knocked out in the first two minutes should be offered the next deal quickly.
Looking at your revealed influence card after it has been turned face up, to remind yourself what is left.
Spot it: It is public information anyway. This one is barely cheating and mostly forgetfulness.
Coins are trivially replaced by anything countable. The character cards are the game. Reference cards are the component people lose first and miss most — writing the five characters and their actions on paper solves it.
Coup demands holding five characters, their actions and their counters in mind simultaneously, which is a real barrier without the reference card in front of every player. It is also a game about lying to friends, which some players find genuinely uncomfortable rather than fun.
Empty your hand before anyone else by matching the top discard by rank or suit.
| players | 2–7, best at 4 |
| box says / really takes | 20 min / 25 min (over by 5 min) |
| setup / teach / pack away | 30 sec / 90 sec / 30 sec |
| between your turns | 30 sec |
| works from age | 5 |
| weight / luck | 1 of 5 · 88% chance |
The public-domain ancestor of Uno, playable with any deck of cards. If you know Uno you already know this; the differences are that suits replace colours and that only the Eight is special.
Deal five cards each, or seven for a two-player game. Place the remainder face down as the stock and turn the top card face up to begin the discard pile.
Play one card that matches the top discard by suit or by rank. A seven of hearts can be followed by any heart, or by any seven.
An Eight is wild. Play it on anything, and name the suit that the next player must match. You are not obliged to name the suit of the Eight itself.
If you cannot play, draw from the stock until you find a playable card, then play it. If the stock runs out and you still cannot play, your turn passes.
The first player to empty their hand wins the round.
If the stock is exhausted and nobody can play, the round is blocked. The player with the lowest total in hand wins it.
The winner scores the value of the cards remaining in every other hand:
| Card | Points | | --- | --- | | Eight | 50 | | King, Queen, Jack, Ten | 10 | | Ace | 1 | | All others | Face value |
Play to 100 points, or to whatever total suits the length of evening you want.
In the base game, only the Eight does anything: it is wild, and you name the suit that follows. Every other card is an ordinary matching card. Almost every group adds powers to other ranks, and almost every group believes theirs are standard.
Not part of the base game.
The house version: The common additions are: Two forces the next player to draw two, Queen skips the next player, Ace reverses direction, and Jack is another wild. Which subset a group uses varies wildly from household to household.
In the traditional game you draw until you can play, or until the stock runs out — the opposite of Uno, where you draw exactly one. Many groups import the Uno rule without realising they have swapped games.
If two players go out on the same round, which requires a house rule to occur at all, the lower card total wins.
End it whenever. There is no accumulated position to waste, and a hand can be abandoned mid-trick without anyone losing anything they built.
Needs nothing but a standard deck, which makes it the game to fall back on when a boxed game is missing pieces. If you are short of cards, deal fewer.
Standard playing cards have small corner indices; a large-index or jumbo deck helps considerably. The wild card is defined by rank rather than colour, so colour vision is not required.
Be first to peg 121 points, scored from card combinations during play and from the hands counted afterwards.
| players | 2–4, best at 2 |
| box says / really takes | 30 min / 30 min |
| setup / teach / pack away | 60 sec / 12 min / 60 sec |
| between your turns | 15 sec |
| works from age | 9 |
| weight / luck | 2.2 of 5 · 40% chance |
Two people, one deck and a wooden board with a hundred and twenty-one holes. The game is arithmetic dressed as a pub tradition, and it is very old.
Each player is dealt six cards. Both players choose two to throw face down into a separate four-card hand called the crib, which belongs to the dealer and is counted last. Throwing well into your own crib and badly into your opponent's is half the skill.
The non-dealer then cuts the deck and the dealer turns the top card of the lower half face up. This is the starter, and it belongs to everybody. If it is a jack, the dealer immediately pegs two.
Aces are one, face cards are ten, everything else is its number. Suits only matter for flushes.
Players alternate laying cards face up in front of themselves, announcing the running total as they go. The total may never exceed thirty-one. Score as you go:
If you cannot play without exceeding thirty-one, say "go" and your opponent continues alone. Whoever plays the last card before a reset scores one. The total then resets to zero and play continues with the remaining cards.
Now everybody counts their four cards plus the starter as a five-card hand. The non-dealer counts first, which matters when the game is nearly over.
The dealer then counts their hand, and finally the crib on the same terms — except that a crib flush requires all five cards to match.
The first player to 121 wins immediately.
Not in the ordinary friendly game, where a player who undercounts simply loses those points and nobody profits.
The house version: Under muggins, an opponent who spots the omission may call it and peg the missed points themselves. It must be agreed before the game starts, and tournament play generally uses it.
No. The cards must form a run when taken together, but the order they were laid in is irrelevant. Five, seven, six scores a run of three. A card that breaks the sequence ends the opportunity.
No. A hand scores four for a four-card flush, but the crib requires all five cards including the starter to share a suit before it scores anything.
The dealer immediately pegs two, before any cards are played. This is separate from the point scored for holding the jack matching the starter's suit, which is counted later and belongs to whoever holds that jack.
No. The game ends the instant a player pegs the final hole, even in the middle of a count. This is exactly why the non-dealer counts first, and it is the reason a close endgame is decided before the cards are.
The board makes ties impossible: the game ends the moment somebody pegs 121, mid-count if necessary.
The board makes the gap visible, so a player twenty holes from home against an opponent still in the first street can simply be conceded to. Skunk lines exist precisely so that a hopeless position has a name.
A beginner — The experienced player counts both hands aloud, including their opponent's, until the beginner is confident. Then switch muggins off.
Over-pegging by a hole or two on a crowded board, especially on long counts.
Spot it: Peg with two pegs so the previous position is always visible. That is what the second peg is for.
Undercounting an opponent's hand out loud while they are distracted.
Spot it: Everyone counts their own hand, aloud, in turn. If you play muggins, this matters even more.
The board is only a counter. A pen and paper replaces it entirely, and a missing peg can be a coin or a match. Losing the board is inconvenient, never fatal.
Standard boards have small holes and small pegs, which is a real dexterity barrier; large-format boards and continuous-track boards exist. The counting is genuinely arithmetic-heavy and happens under mild time pressure, which is the main cognitive load of the game.
Build a deck that buys victory points faster than anyone else, then have the most points when the game ends.
| players | 2–4, best at 3 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 6 min / 10 min / 7 min |
| between your turns | 45 sec |
| works from age | 10 |
| weight / luck | 2.4 of 5 · 35% chance |
Everybody starts with the same terrible deck of ten cards. You buy better ones, they shuffle into your deck, and you draw them again later. That loop is the whole game and it was the first of its kind.
Every player begins with seven Coppers and three Estates. Shuffle and draw five.
Lay out the basic supply — Copper, Silver, Gold, Estate, Duchy, Province, and Curse — plus ten kingdom card stacks chosen from the box. The ten you choose change the game completely, which is why the same box plays differently every time.
Action. Play one action card from your hand and do what it says. Many action cards grant extra actions, and chaining them is where the game gets interesting. If you have no actions to play, or do not want to, skip straight on.
Buy. Play as many treasure cards as you like from your hand, adding up their coin values, then buy one card from the supply costing no more than that total. The card you buy goes to your discard pile, not your hand.
Clean-up. Discard everything you played and everything left in your hand. Draw five new cards.
When your draw pile runs out, shuffle your discard pile and it becomes the new draw pile. This is why every card you buy matters — everything you own comes back around eventually, including the Estates that clog your hand and do nothing.
The game ends immediately at the end of any turn where the Province pile is empty, or where three supply piles are empty — four in a four-player game.
Then count the victory points in your entire deck: Estates are one, Duchies three, Provinces six, Curses minus one. Most points wins. If tied, the player who took fewer turns wins.
Victory cards do nothing during play. They are dead weight in your hand all game, and they are the only way to win. Buying them too early strangles your deck; buying them too late loses the race. That tension is Dominion.
Onto your discard pile, never into your hand or your draw pile. You will not see it again until your discards are shuffled back, which is exactly why deck size matters so much.
Exactly one action and one buy per turn, unless a card you play grants more. Treasures are not actions and you may play as many as you like during your buy phase without spending anything.
Any three supply piles at two or three players, or any four at four players — including kingdom piles, Curses, and even Coppers. The Province pile emptying ends it on its own regardless of player count.
Yes. A Moat only protects you if you reveal it from your hand when the attack is played. Holding it silently does nothing, and there is no retrospective protection once the attack has resolved.
Only when you need to draw a card and the draw pile is empty. Draw what remains first, then shuffle the discards and continue drawing. Shuffling early, before you need to, changes what you draw and is a genuine error rather than a shortcut.
The player who has taken fewer turns. If they have taken the same number, the game is a genuine tie and both players share the win. This makes the turn order at the end of a close province race quietly important.
Fewer turns taken wins. If both have taken the same number, it is a genuine shared victory, which the rules explicitly allow.
A player whose deck has failed to come together by the midpoint is unlikely to win, but the province race can end abruptly and second place is genuinely contested. Playing on costs five minutes, so finish it.
A first-time player — Give them an extra Silver in the opening deck, and use the recommended First Game card set.
Drawing an extra card during a busy turn with a lot of chaining.
Spot it: Play cards in a visible row rather than a pile, and leave them there until clean-up.
The cards are the entire game. Nothing here can be improvised, and a missing kingdom pile simply means playing without that card, which is fine since only ten of twenty-five are used anyway.
The card text is dense and every game uses a different ten cards, so the setup requires reading and understanding ten new abilities before the first turn. Laying the ten kingdom cards where everyone can read them, rather than in a tight row, makes a substantial difference. Constant shuffling is a real dexterity demand across a whole game.
Get your team to guess as many names from the bowl as possible, across three rounds that use the same slips with progressively harsher restrictions.
| players | 6–20, best at 10 |
| box says / really takes | 40 min / 55 min (over by 15 min) |
| setup / teach / pack away | 6 min / 4 min / 60 sec |
| between your turns | 45 sec |
| works from age | 10 |
| weight / luck | 1 of 5 · 30% chance |
Three games in one, played with the same slips of paper. The reason it works is that by the third round everybody already half-remembers what is in the bowl, so an impossible restriction becomes achievable.
Everybody writes the same number of slips — three is standard — each with one name or phrase. Famous people, characters, places, objects, anything the room can reasonably be expected to recognise.
Fold them and put them all in one bowl. Do not sort them and do not look.
Teams alternate. One player takes the bowl and has a minute.
They may say anything at all except the words on the slip. No rhymes with it, no spelling it, no using any part of the phrase itself.
Every slip guessed correctly goes into that team's pile. Keep going until the timer stops, then pass the bowl to the other team. The round ends when the bowl is empty.
Put every slip back in the bowl. Same teams, same order.
Now the clue-giver may say exactly one word. Not one sentence, not one word plus a gesture. One word, then silence while their team guesses.
This is only possible because everyone heard the slips in round one. That is the design.
Refill the bowl again. No words, no sounds at all. Acting only.
By this point the room has heard every slip twice and round three moves alarmingly fast, which is the intended payoff.
Count each team's slips across the three rounds and add them together. If your group has stopped keeping score by round three, the game is working correctly.
Most groups allow you to skip a slip you cannot convey, putting it back in the bowl. Agree before round one whether skipping is unlimited or costs you something, because it materially changes how hard the later rounds are.
Yes, and this is the entire design. Every slip goes back in the bowl at the end of each round. Rounds two and three are only achievable because the room has already heard the whole bowl described once.
No. Round two is the word alone. Adding gestures collapses the distinction between round two and round three and removes the escalation the game is built on.
The house version: Some groups permit gestures in round two and compensate by banning them from round three in favour of statue-like poses.
There is no single authority on this and both versions are widely played.
The house version: The common version allows unlimited passes, with the slip returning to the bowl. Stricter groups allow one pass per turn, or none at all.
The slip is unclaimed and goes back into the bowl. There is no grace period, which is why experienced players glance at the timer before starting a slip they suspect is difficult.
No. No word appearing on the slip may be spoken, in any round where speech is allowed at all. That includes rhymes, spellings and translations of those words. The restriction applies to the whole phrase, not only the main noun.
Add a fourth round with a new restriction, or accept the draw. The scores usually stopped being tracked long before this matters.
Stop after a completed round rather than mid-round, because the same slips carry across all three rounds and abandoning one wastes the writing everybody did. Finishing round two and stopping is a perfectly respectable end.
Nothing to lose beyond paper and a bowl, both of which are improvised anyway. A hat, a mug or an upturned hood all work.
Round three is mimed and excludes anyone who cannot perform physically unless the group agrees to seated play. The first round is purely verbal and the second is a single word, so a player who prefers not to mime can be swapped out of round three without disrupting anything.
Collect more complete sets of four matching ranks than anyone else.
| players | 2–6, best at 4 |
| box says / really takes | 15 min / 20 min (over by 5 min) |
| setup / teach / pack away | 40 sec / 60 sec / 40 sec |
| between your turns | 40 sec |
| works from age | 4 |
| weight / luck | 1 of 5 · 80% chance |
A children's classic that is quietly a game of deduction: every question you ask tells everyone else what you are holding.
Deal five cards to each player, or seven when only two or three are playing. Spread the rest face down in the middle — this is the pond.
Ask one specific player for one specific rank: "Siyu, do you have any sevens?"
You must already hold at least one card of that rank. This is the rule that makes the game work, and the one most often dropped.
The moment you hold all four cards of a rank, place them face up in front of you. That set is scored and out of play.
The game ends when all thirteen sets have been laid down. Whoever has the most sets wins; equal sets is a shared win.
If your hand empties while cards remain in the pond, draw one and continue. You are only out when both your hand and the pond are empty.
No. You must already hold at least one card of the rank you ask for. This is what makes the game a deduction puzzle rather than a guessing game — every question you ask tells the table something about your hand.
Yes. A successful ask earns you another turn, and you keep going until somebody tells you to go fish. Groups that skip this rule make the game considerably slower and flatter.
The traditional game simply ends your turn.
The house version: Many groups let you show the card and take another turn as a reward for the lucky draw.
Draw a new card from the pond and carry on. You are only out of the game when both your hand and the pond are empty.
Most sets wins; if level, the game is drawn. Nobody minds.
Stop the moment the youngest player stops enjoying it. Nothing is lost, and a game abandoned happily is better than one finished grimly.
Mixed ages — Adults play with their hand face up on the table. Children find this hilarious and it evens the memory gap completely.
Denying holding a card you were asked for, then playing it two turns later.
Spot it: It is usually a child and usually not malice. Ask to see the hand rather than accusing.
Works with any deck. With a partial deck, remove whole ranks rather than individual cards so that every set is still completable.
Rank-based rather than colour-based, so colour vision is not needed. Holding a large fan of cards is the main dexterity barrier — a card holder or a stand solves it for small hands and for anyone with limited grip.
Avoid taking tricks containing hearts or the queen of spades — unless you decide to take every single one of them, which flips the whole game.
| players | 3–6, best at 4 |
| box says / really takes | 45 min / 60 min (over by 15 min) |
| setup / teach / pack away | 30 sec / 5 min / 30 sec |
| between your turns | 20 sec |
| works from age | 8 |
| weight / luck | 2 of 5 · 45% chance |
Every heart you take is worth a point. The queen of spades is worth thirteen. Points are bad. That is the entire game, and it takes about thirty seconds to explain and several hours to stop thinking about.
Deal the deck out evenly. Before anyone plays a card, each player chooses three cards from their hand and passes them face down to another player — left on the first hand, right on the second, straight across on the third, and on the fourth hand nobody passes at all. The cycle then repeats.
Choose your three before you look at what arrives. Everybody passes at once.
Whoever holds the two of clubs must lead it. Play proceeds clockwise. You must follow the suit that was led if you hold anything in it. If you do not, you may play any card you like, and this is where the game lives — a void in a suit is permission to hand somebody the queen.
The highest card of the led suit wins the trick. Suits other than the led suit cannot win it, no matter how high. The winner leads the next trick.
On the very first trick you may not play a heart or the queen of spades, even if you have nothing else. Hearts may not be led until a heart has already been discarded on some earlier trick — commonly described as hearts being broken. You may play a heart onto a suit you cannot follow at any time; that is usually how they get broken in the first place.
Count what you took. Each heart is one point, the queen of spades is thirteen. A whole hand is therefore worth twenty-six points to somebody.
If one player takes all thirteen hearts and the queen of spades, the scoring inverts: they score nothing and every other player takes twenty-six. Attempting this and falling one heart short is catastrophic, which is what makes it worth attempting.
The game ends when a player crosses the agreed target, and the lowest score wins.
Only after a heart has been played on some previous trick by a player who could not follow suit. Until that happens, hearts may be discarded but not led. The exception is a player holding nothing but hearts, who may lead one because there is no alternative.
No. No point card may be played on the opening trick, which means neither hearts nor the queen of spades, unless a player's hand contains nothing else at all.
They must take all thirteen hearts and the queen of spades — every point in the hand, with nothing missed. They then score zero and everybody else takes twenty-six.
The house version: A widespread option lets the shooter choose instead to subtract twenty-six from their own score, which matters when the other players are already near the losing threshold.
No. Everyone selects and passes simultaneously, and only then picks up what arrived. Looking first would remove the entire risk of the pass.
Not in the standard game, where diamonds are worth nothing at all.
The house version: A common addition makes the jack of diamonds worth minus ten to whoever takes it, sometimes called Omnibus Hearts.
If two players are level on the lowest score when somebody crosses the target, play another hand. Sudden death is the usual convention.
Hearts is played to a target score, so the graceful exit is to lower the target rather than abandon the sheet. A player sitting on ninety points is one bad hand from ending it anyway.
Reneging — failing to follow suit while holding the suit, usually to dump the queen.
Spot it: When a hand ends strangely, the trick pile shows it. Anyone may ask to check the last trick.
Nothing to lose beyond the deck itself. A missing card means a missing card, and the hand cannot be dealt evenly, so retire the deck.
Scoring is arithmetic-heavy and runs across many hands, so a calculator or a phone is genuinely useful. Distinguishing the queen of spades from the jack at a glance matters more here than in most games; large-index decks help.
Completely surround your opponent's queen bee with tiles of any colour.
| players | 2, best at 2 |
| box says / really takes | 20 min / 25 min (over by 5 min) |
| setup / teach / pack away | 20 sec / 4 min / 30 sec |
| between your turns | 30 sec |
| works from age | 8 |
| weight / luck | 2.5 of 5 · 0% chance |
Chess with no board. Twenty-two tiles, and the playing area is whatever shape the tiles happen to make.
Each player takes eleven tiles: one queen bee, two spiders, two beetles, three grasshoppers and three ants.
The first player places any tile on the table. The second places any tile touching it. From then on, every new tile you place must touch at least one of your own tiles and must not touch any of your opponent's.
Your queen bee must be placed by your fourth turn at the latest. Until your queen is on the table you may not move any of your tiles — only place new ones.
Instead of placing, you may move a tile already in the hive. Three restrictions govern every move:
The hive must stay connected. If removing a tile would split the hive into two separate groups, that tile cannot move at all. It is pinned.
Tiles must slide. A tile must be able to physically slide into its destination without being lifted over anything. If the gap between two tiles is too narrow to slide through, the move is illegal.
The hive must remain one piece after the move too.
Surround the opposing queen on all six sides. Any tiles count, including that player's own and including your own. If both queens become surrounded on the same move, the game is drawn.
That tile cannot move at all. The hive must be a single connected group both during and after every move, so any tile whose removal would create two separate groups is pinned until something else changes.
By your fourth turn at the latest, and you may not move any tile until she is on the table. Delaying to the fourth turn is a standard opening choice rather than an oversight, since it maximises your placement flexibility.
Under the base rules, yes. The widely used tournament rule forbids it, because opening with the queen was found to be strong enough to narrow the game.
The house version: Most experienced players adopt the tournament rule automatically and are surprised to learn it is not in the original rulebook.
No. A tile must be able to physically slide into its destination without being lifted. If two tiles form a gate too narrow to pass through, the move is illegal. The grasshopper and the beetle are exempt, since one jumps and the other climbs.
Yes. All six neighbouring spaces count regardless of colour, so you can absolutely lose by boxing in your own queen. Forcing an opponent to complete their own surround is a genuine winning technique.
The game is a draw. This is the only drawn result in Hive and it is genuinely uncommon, requiring a single move to complete both surrounds.
Both queens surrounded on the same move is a draw. It is the only drawn result in the game and it is rare.
Resigning a lost position is normal, as in any abstract with no hidden information. Both players can usually see the surround coming three moves out, and playing it through teaches the loser nothing they have not already grasped.
A stronger player — They start without one grasshopper. Removing the ant is too severe and removing a spider too mild.
Nothing to lose but tiles, and a lost tile changes the game rather than stopping it. The tiles are chunky bakelite and famously durable; the pocket edition is smaller and lighter.
There is no board, which means the play area drifts and can spread further than expected — a large flat surface matters more than it sounds. The tiles are substantial and easy to grip, and the two colours are strongly contrasted. The insect symbols are embossed as well as printed, which helps considerably.
Sell goods at better moments than your opponent across three rounds, taking the higher-value tokens before they run out.
| players | 2, best at 2 |
| box says / really takes | 30 min / 30 min |
| setup / teach / pack away | 3 min / 5 min / 3 min |
| between your turns | 15 sec |
| works from age | 8 |
| weight / luck | 1.5 of 5 · 45% chance |
Two traders, one market of five cards, and a shrinking pile of tokens. The whole game is knowing when to sell.
Shuffle the deck. Place three camels face up in the market plus two more cards, making a market of five. Deal five cards to each player; any camels dealt to you go face up in front of you immediately, into what is called your herd.
Lay out the goods tokens in stacks, highest value on top. Diamonds, gold and silver are the expensive commodities; cloth, spice and leather are the cheap ones.
Taking comes in three forms:
Selling means discarding any number of cards of one commodity and taking that many tokens from the top of that commodity's stack.
Because tokens descend in value, selling early gets you the good ones. Selling late gets you whatever is left.
You may never hold more than seven cards in hand. Camels do not count towards this, because they live in your herd rather than your hand.
Diamonds, gold and silver may only be sold two or more at a time. You cannot sell a single one.
Selling three, four or five cards at once earns a bonus token drawn blind from the matching stack, and those bonuses are large enough to decide rounds.
The round ends immediately when three token stacks are empty, or when the deck cannot refill the market.
Total your tokens. Whoever has the larger herd of camels takes the five-point camel bonus. Higher total wins the round.
First to two rounds wins.
Taking camels is powerful because it lets you swap greedily later, but every camel you take is one you are not selling. And every turn you spend building a big set is a turn your opponent might spend taking the top diamond token.
No. Camels sit face up in your herd, separate from your hand, and are exempt from the seven-card limit entirely. Taking every camel in the market never costs you hand space.
No. Taking camels means taking every camel currently in the market, and the market is then refilled from the deck. Leaving one behind is not an option.
No. Diamonds, gold and silver must be sold two or more at a time. Cheap goods — cloth, spice and leather — may be sold one at a time. A player holding a single diamond and nothing else is genuinely stuck with it.
Yes, and it is the main reason to collect them. A swap exchanges cards from your hand and herd combined for the same number from the market, so a large herd lets you take several valuable goods in one action.
Three goods token stacks running empty, or the deck being unable to refill the market. It ends immediately at that point, so deliberately emptying a third stack while ahead is a legitimate way to close out a round.
Nobody. The five-point camel token is awarded only to the player with strictly more camels, and a tie means it goes unclaimed for that round.
Higher token count first, then the largest single bonus token. Rounds cannot realistically end level after that.
Each round takes about ten minutes and the match is best of three, so there is no reason to abandon one. A player who has lost the first two rounds has lost the match already and the third need not be played.
A stronger player — They may not take camels on their first two turns, which delays the big swaps that decide early rounds.
The tokens are the scoring system and their descending values matter, so they cannot be replaced casually — though a written list of the values would do at a pinch. The cards are the game.
Commodities are distinguished by both colour and illustration, which works well. The tokens are small and stack into piles that need reading from the top down, which is the main visual demand. Turns are short and the whole thing sits in a small space, making it excellent for cramped tables.
Be the last player standing in a round, or hold the highest card when the deck runs out.
| players | 2–4, best at 4 |
| box says / really takes | 20 min / 20 min |
| setup / teach / pack away | 60 sec / 3 min / 60 sec |
| between your turns | 20 sec |
| works from age | 8 |
| weight / luck | 1.3 of 5 · 60% chance |
Sixteen cards. You hold one. On your turn you draw a second and play one of them. That is the entire ruleset, and it produces a surprisingly deep bluffing game.
Eight kinds of card, numbered by strength:
Shuffle and remove the top card face down without looking. It stays out of the round, which means you can never be certain what remains. Deal one card to each player.
On your turn, draw a card so you hold two, then play one of them face up and do what it says. Your discarded cards stay visible in front of you, and tracking what everybody has played is most of the skill.
An eliminated player reveals their hand and takes no further part in the round. They return for the next one.
The round ends when only one player remains, or when the deck runs out. In the second case, everyone still in reveals their card and the highest number wins.
The winner takes a token. Play more rounds until somebody has enough tokens to win the match.
If you ever hold the Countess together with the King or the Prince, you must play the Countess. You have no choice, and this is the only compulsory play in the game.
Discarding the Princess eliminates you immediately, however it happened — even if a Prince forced you to do it. That is not a punishment for a mistake, it is a weapon somebody used on you.
Yes, and it is the only compulsory play in the game. Holding the Countess alongside either the King or the Prince forces you to discard the Countess that turn. You may still play her voluntarily at any other time, which is what makes the bluff work.
You are eliminated immediately. The Princess removes you from the round whenever she leaves your hand, regardless of who caused it or whether you had any choice. Targeting a suspected Princess holder with a Prince is a legitimate and devastating play.
No. The Guard's text explicitly excludes itself, which matters because five of the sixteen cards are Guards and allowing it would make the guess far too easy.
If no legal target exists, the card is played with no effect. The Prince is the exception — it must target somebody, and if all opponents are protected you must target yourself, discarding your own remaining card.
Add the values of the cards each tied player has discarded during the round; the higher total wins. Some printings instead award a token to each tied player, so check the edition in front of you rather than assuming.
Yes. Discards stay face up in front of each player for exactly this reason, and tracking them is the intended skill rather than a memory test. Anyone insisting you play from memory has invented a rule.
Compare the values of the cards discarded during the round; highest total wins. Some printings instead award a token to each tied player, so check the edition in front of you.
A single round takes about two minutes, so there is never a reason to leave mid-round. Stop after any round; the token count carries no partial state.
The tokens are purely a counter and can be coins, sweets or tally marks. The cards themselves are the game and cannot be improvised without a printout.
The card text is small and the numbers matter more than the names, so a quick-reference list of the eight cards and their effects placed in the middle of the table removes almost all of the memory burden. Rounds are short, which suits players who find long games tiring.
Get all four of your tokens around the board and into the home column before the other players manage it.
| players | 2–4, best at 4 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 60 sec / 3 min / 60 sec |
| between your turns | 30 sec |
| works from age | 4 |
| weight / luck | 1 of 5 · 92% chance |
Four tokens, one die, and a lap of the board. It is almost pure chance, which is exactly why it works with a four-year-old and a grandparent at the same table.
Each player takes the four tokens of one colour and places them in their base. Nothing starts on the track.
You cannot move onto the board at all until you roll a six. A six places one token on your coloured starting square and then earns you another roll, so a lucky opening can put two tokens out and move one of them.
Roll three sixes in a row and your turn ends immediately with no move, which exists purely to stop one player monopolising the dice.
Move any one of your tokens clockwise around the track by the number rolled. You choose which token each turn, and that choice is the only real decision the game offers.
Land exactly on a square occupied by an opponent's token and it goes back to their base, to begin again from nothing. Your own tokens never capture each other; they simply share the square.
The starting squares are safe in most sets, usually marked with a star or a different colour, and a token sitting on one cannot be captured.
After a full lap you turn up your own coloured column towards the centre. You must roll the exact number to reach home — overshooting means you do not move that token at all. A token three squares from home with a five rolled is stuck, and you must move something else.
The first player to bring all four tokens home wins. Most tables carry on to settle second and third place, which is worth doing because the game is frequently more interesting after the winner has left it.
Your turn ends at once and the third six is forfeited entirely — you do not move for it. The first two sixes and their moves stand.
The house version: A harsh and fairly common version sends the token you last moved back to base as well.
Yes. A token must land precisely on the home square. If your roll would take it past, that token cannot move and you must move a different one, or forfeit the move if nothing else is legal.
Genuinely disputed, and the sources do not agree. Most British commercial sets describe tokens as simply stacking, with opponents passing freely. General descriptions of the game — including Wikipedia — present the blockade as part of the standard game. Treat it as a rule to agree before you start rather than one to look up mid-argument.
The house version: Two of your own tokens on a single square form a blockade that no opponent may pass or land on. This is universal in Indian play and in Parcheesi, and absent from many British sets.
In most sets yes — the marked squares, usually starred, protect any token standing on them. Boards vary in how many safe squares they print, so agree which markings count before the first capture rather than after it.
If a legal move exists you must make one, even when it walks a token onto a square where it will obviously be captured. Only when no token can legally move does the turn pass without action.
Impossible. One player brings all four tokens home before the others.
A player with every token still in base after twenty minutes is entitled to stop, and it is kinder to let them. Nothing in the game rewards persistence, so nobody is giving up an advantage by leaving.
Adults against small children — The adult must roll a six to move at all, not merely to enter. It slows them dramatically and children find it very funny.
Everything here is replaceable. Tokens can be coins, buttons or torn paper, and the board can be drawn. A missing die is the only genuine stopper, and a phone will do.
The four colours are traditionally red, green, yellow and blue, and the red and green pairing is the worst possible choice for the most common form of colour blindness. Marking tokens with shapes or letters solves it entirely. The tokens themselves are small and fiddly to lift from a crowded square.
Bankrupt everyone else by acquiring property and charging rent.
| players | 2–8, best at 4 |
| box says / really takes | 60 min / 3 hr (over by 120 min) |
| setup / teach / pack away | 6 min / 10 min / 8 min |
| between your turns | 4 min |
| works from age | 10 |
| weight / luck | 1.7 of 5 · 70% chance |
The published game is roughly ninety minutes long. The game most people have played is three hours long, because of two rules — one added and one skipped. Both are covered in the rulings.
Each player takes a token and 1500 in cash. Place tokens on Go. Shuffle the Chance and Community Chest decks.
1. Roll two dice and move clockwise that many spaces. 2. Resolve the space you land on. 3. Build, trade or mortgage — you may do these at almost any time, including on other players' turns for trades. 4. Pass the dice, unless you rolled a double, in which case roll again. Three doubles in a row sends you to jail.
You leave jail by rolling a double, paying 50, or using a card. After three failed attempts you must pay. While in jail you still collect rent and may still build and trade.
You may build once you own every property in a colour group. Houses must be built evenly — no property in a group may have more than one house more than another. Five houses become a hotel.
There are exactly 32 houses and 12 hotels. When they run out, nobody can build until some are sold back.
If you cannot pay, you are bankrupt and out. Your assets go to your creditor, or to the bank if the debt was to the bank. The last player standing wins.
Almost nobody plays to a single survivor. Agreeing a time limit at the start, then counting cash plus property value, is a perfectly good way to finish and produces the same winner most of the time.
No. Free Parking does nothing at all in the published rules. It is a resting space and pays nothing. This is probably the most widely played rule that has never appeared in any edition of the game.
The house version: Fines, taxes and sometimes a fixed stake are placed in the middle of the board and collected by whoever lands on Free Parking.
It goes to auction immediately, open to every player including the one who declined, starting at any price. Skipping the auction is the other half of why games run long — property stays unsold, monopolies never form, and nobody can win.
Yes — owning every property in a colour group doubles the rent on the undeveloped ones. Many groups miss this and wonder why completing a set before building feels pointless.
Yes, and it is deliberate. There are exactly 32 houses and 12 hotels, and when they run out no more can be built until someone sells. Buying up houses to deny them to opponents is a legitimate and brutal strategy.
Yes. Being in jail stops you moving, not earning. You still collect rent, may still build, trade and mortgage. In the late game, jail is often the safest place on the board.
No. You collect 200 for passing or landing on Go, full stop.
The house version: Paying 400 for landing exactly on Go.
Only arises when a game is stopped by agreement rather than played to bankruptcy. Count cash plus the face value of property, and highest total wins.
Agree a finish time before you start, and when it arrives, count cash plus property value and declare a winner. Almost nobody plays to the bankruptcy of every opponent, and pretending otherwise is how the game got its reputation.
Young children — Give them a larger starting bank and allow rent to be waived once per player.
The banker paying themselves from the bank, usually in small amounts across a long game.
Spot it: Never let the banker also be a player if you can avoid it, and keep the bank's cash physically separate from theirs.
Quietly under-declaring rent owed, or collecting rent on a property somebody else owns.
Spot it: Title deeds face up in front of their owner, always. Most rent errors are genuine and this fixes those too.
Money is the component most often lost and the easiest to replace with paper or a phone. Missing houses can be represented by anything of the right size — but note the official rules cap houses at 32, and that cap is a real constraint, not an accident of the box.
Property groups are identified by colour bands, which is the main barrier for colour vision — the deeds are labelled by name and can be sorted by position. Money handling and repeated arithmetic are the biggest load; a banking app or a dedicated banker helps considerably.
Finish with the lowest total in front of you, while remembering cards you are only allowed to look at twice.
| players | 2–6, best at 4 |
| box says / really takes | 20 min / 35 min (over by 15 min) |
| setup / teach / pack away | 60 sec / 4 min / 60 sec |
| between your turns | 45 sec |
| works from age | 8 |
| weight / luck | 1.6 of 5 · 65% chance |
Also played as Cabo and Cambio. Four cards in front of you, face down, and you are allowed to look at two of them — once, at the start. Everything after that is memory.
Deal four cards face down to each player, arranged in a two-by-two square. Do not look at them.
Each player may then look at exactly two of their own four cards, once. Then they go back face down and stay that way.
Place the rest of the deck face down as the stock and turn one card to start the discard pile.
Draw one card, either from the stock or the top of the discard pile. Then choose:
There is no publisher and therefore no official set. The most common is:
| Card | Power | | --- | --- | | 7 or 8 | Look at one of your own cards | | 9 or 10 | Look at one card belonging to another player | | Jack or Queen | Swap any two cards on the table, without looking | | Black King | Worth zero points |
Agree the set before dealing. Every group plays this differently and every group assumes theirs is standard.
Instead of drawing, you may call "Pablo" if you believe you have the lowest total. Every other player takes one final turn, then all cards are revealed.
Number cards count face value, Jacks and Queens count 10, Kings count 10 except the black Kings which count zero, and Aces count 1.
Play rounds until somebody passes 100 points. Lowest cumulative score wins — this is a game you are trying to lose.
Effectively yes. Pablo, Cabo and Cambio are the same game under different names, with small local differences in card powers and penalties. Four-card Golf is a close relative without the special cards. There is no single publisher, which is precisely why every group's version differs.
There is no single authority, so no set is official. The most widely used set is below, and it is worth stating out loud before dealing.
The house version: Discarding a 7 or 8 lets you look at one of your own cards; a 9 or 10 lets you look at another player's card; a Jack or Queen lets you swap two cards blind; a black King is worth zero. Some groups let the Queen look and then choose whether to swap.
Universally penalised, but the size varies.
The house version: The most common penalty is a flat 10 points added to the caller's score, sometimes plus their hand. Some groups instead double the caller's total.
A widespread addition rather than a base rule.
The house version: At any time, if the top of the discard pile matches the rank of one of your face-down cards, you may snap it onto the pile and be rid of it. Snap wrongly and you take a penalty card.
Lowest total wins; if two players tie, the one who did not call Pablo takes it.
Fine to stop after any completed round, since scores carry cleanly and a part-finished round can simply be dropped.
Any deck. Without jokers, drop their power and treat Kings as the zero-value card, which many groups do anyway.
Relies on memory rather than speed, but the snap rule rewards quick hands and can exclude players with slower reaction times — it is easily dropped without harming the game. Card values are numeric, so colour vision is not required.
Fill your quilt board with patches while keeping ahead on buttons, and avoid leaving empty squares.
| players | 2, best at 2 |
| box says / really takes | 30 min / 30 min |
| setup / teach / pack away | 3 min / 5 min / 3 min |
| between your turns | 20 sec |
| works from age | 8 |
| weight / luck | 1.6 of 5 · 20% chance |
Two people building quilts out of awkward shapes, spending buttons and time. The clever part is that turn order is not fixed.
Arrange all thirty-three patches in a circle in any order, with the neutral token sitting immediately before the smallest patch. Each player takes an empty nine-by-nine quilt board, five buttons, and a time token placed at the start of the time board.
Not alternating. The player whose time token is furthest back takes the next turn, which means you can take two, three or four turns in a row while your opponent sits ahead of you on the track.
If both tokens are on the same space, the one on top goes.
Buy a patch. You may choose from only the three patches immediately clockwise of the neutral token. Pay its button cost, move the neutral token to where that patch was, and sew the patch onto your quilt. Then advance your time token by the patch's time value.
Patches may be rotated and flipped freely, but must not overlap and must fit entirely on the board.
Advance and get paid. Move your time token to one space beyond your opponent's, and collect one button for every space you moved.
Some patches have buttons printed on them. Whenever your time token passes a button symbol on the time board, you collect one button for every button printed across your entire quilt. Patches with button income are worth far more than their cost suggests, and worth more the earlier you buy them.
The first player to completely fill a seven-by-seven square anywhere on their quilt takes the special tile, worth seven points at the end. Only one player can ever claim it.
The game ends when both time tokens have reached the final space.
Score your buttons, add seven if you hold the bonus tile, and subtract two points for every empty square left on your quilt. Highest score wins; a tie goes to whoever passed the final space first.
Empty squares cost two each, and a nine-by-nine board has eighty-one of them. Players who chase button income without covering their board reliably lose to players who bought ugly cheap patches and filled the gaps.
Whichever player's time token is furthest back on the track, which means one player may take several consecutive turns. If both tokens share a space, the token physically on top takes the turn.
Only the three patches immediately clockwise of the neutral token. Everything else in the circle is unavailable until the token has moved past it, and the token only moves when somebody buys.
Yes, freely. A patch may be turned to any of its orientations and flipped over before being sewn down, provided it fits entirely on your board without overlapping anything already placed.
Two points each, subtracted from your button total at the end. With eighty-one squares on the board, the penalty dominates the scoring and is the main reason button income alone does not win games.
No. It goes to the first player to complete a filled seven-by-seven square anywhere on their quilt, and once claimed it is gone. It is worth seven points and is frequently the margin in a close game.
Exactly one space beyond your opponent's token, and you collect one button per space moved. You cannot choose to move further or less, so the payout depends entirely on how far behind you were.
The player who reached the final space first wins. It is the only tiebreak in the game and it decides a surprising number of close ones.
Both players can see the whole board state, so a hopeless quilt is visible to everyone. That said, the game is half an hour and the second half is the interesting part, so finishing is usually worth it.
A first-timer — Ignore the two-point penalty for empty squares in their first game, and tell them you are doing it.
The patches are the puzzle and cannot be improvised. Buttons can be any counter. The time board is easily drawn on paper.
The patches are small cardboard polyominoes and manipulating them into tight spaces is a real dexterity demand. The quilt boards are visually clear and the colour distinctions are not load-bearing, which helps. Spatial reasoning is the entire game, so it is a poor fit for anyone who finds that unenjoyable.
Win chips, either by holding the best five-card hand at showdown or by making everyone else fold.
| players | 2–10, best at 6 |
| box says / really takes | 60 min / 2 hr (over by 60 min) |
| setup / teach / pack away | 60 sec / 8 min / 60 sec |
| between your turns | 30 sec |
| works from age | 12 |
| weight / luck | 2.8 of 5 · 45% chance |
Two private cards each, five shared in the middle, four rounds of betting. The rules take five minutes; the game takes considerably longer than that.
Give everyone the same number of chips. Place the dealer button in front of one player; it moves one seat clockwise after every hand.
The two players left of the button post forced bets: the small blind and the big blind, the big blind usually being twice the small.
1. Pre-flop — everyone gets two private cards. Betting starts left of the big blind. 2. The flop — three community cards are dealt face up. Betting starts left of the button. 3. The turn — a fourth community card. Betting. 4. The river — a fifth community card. Final betting. 5. Showdown — remaining players make their best five cards from any combination of their two and the five shared.
If at any point everyone folds to one player, that player wins the pot and does not have to show their cards.
| Hand | Description | | --- | --- | | Straight flush | Five in sequence, all one suit | | Four of a kind | Four cards of the same rank | | Full house | Three of one rank, two of another | | Flush | Five of one suit, not in sequence | | Straight | Five in sequence, mixed suits | | Three of a kind | Three cards of the same rank | | Two pair | Two pairs | | One pair | Two cards of the same rank | | High card | None of the above |
A hand is always exactly five cards. When two hands share a rank, the remaining cards — the kickers — decide it. Identical five-card hands split the pot; suits never break the tie.
The Ace plays high or low, so A-2-3-4-5 is a valid straight (the lowest one). It cannot wrap: Q-K-A-2-3 is nothing.
Every player still in the hand has either folded or matched the largest bet. </br>
Set the blinds low enough that the evening lasts. A common mistake is blinds so large relative to stacks that the game becomes a coin-flipping contest within half an hour.
You may play the board. In Texas Hold'em you make the best five cards from any combination of your two and the five shared — including using neither of yours. If the board plays for everyone still in, the pot is split. (This differs from Omaha, where you must use exactly two of your own.)
No. That is a string bet and it is not allowed. State your full action in one declaration, or push all the chips out in a single motion. The rule exists to stop players fishing for a reaction mid-bet.
The hand is always exactly five cards, so the remaining cards — the kickers — decide it. King-king with an Ace kicker beats king-king with a Queen kicker. If all five cards are equal in rank, the pot is split; suits never break ties in Hold'em.
Not in Hold'em. Identical hands split the pot. Suit order is used only for administrative decisions in some tournaments, such as awarding an odd chip or deciding seating, never for ranking hands.
Yes. The Ace plays low to make the five-high straight known as the wheel. It is the lowest straight, so it loses to six-high. The Ace cannot wrap around — Q-K-A-2-3 is not a straight.
A raise must be at least the size of the previous bet or raise in that round. If someone bets 10, the smallest raise is to 20. The exception is going all-in for less, which is always allowed but may not reopen the betting.
Identical five-card hands split the pot exactly. Suits never break a tie in Hold'em, whatever anyone at the table claims.
Announce your last hand before it is dealt, never after you win one. Leaving immediately after a big pot is the single rudest thing you can do at a home game.
A beginner at a table of regulars — Play with cards face up for the first three hands and talk through the decisions. It costs one round and saves an evening.
Looking at the next card while gathering the deck, or peeking at the bottom card during a sloppy shuffle.
Spot it: Cut the deck every deal and burn a card before each street. Both are standard practice for exactly this reason.
Soft play — two friends deliberately avoiding raising each other in a bigger game.
Spot it: It is very hard to prove and very easy to feel. Change the seating.
Any chips will do — coins, sweets, buttons — provided everyone agrees the denominations before starting. The dealer button can be any distinctive object.
Suits matter for flushes, and the standard suit colours are two black and two red, which is difficult for some colour vision. Four-colour decks solve this completely and are worth using by default. Chip denominations should differ in size or texture, not only colour.
Arrange your ten cards into sets and runs, then knock before your opponent does.
| players | 2, best at 2 |
| box says / really takes | 30 min / 40 min (over by 10 min) |
| setup / teach / pack away | 30 sec / 5 min / 30 sec |
| between your turns | 35 sec |
| works from age | 8 |
| weight / luck | 2 of 5 · 55% chance |
A two-player game of collecting and discarding, where the interesting decision is not what to keep but when to stop.
Your goal is to arrange cards into melds:
A card can only be in one meld at a time. Anything not in a meld is deadwood.
Deadwood values: face cards 10, Aces 1, all others face value.
Deal ten cards each. Turn the next card face up to begin the discard pile; the remainder is the stock.
1. Draw either the face-up discard or the top of the stock. 2. Discard one card face up.
That is the whole turn. The hand builds slowly and the tension is entirely in the timing.
Instead of a normal discard, you may knock when your deadwood totals ten or less. Lay your hand down, melds separated from deadwood.
Your opponent then lays down their melds, and may lay off — adding their unmatched cards to your melds to reduce their own deadwood.
If you have no deadwood at all, you have gin. Announce it, score the opponent's full deadwood plus a bonus of 25, and note that no laying off is allowed against gin.
Play hands until one player reaches 100 points. If the stock runs down to two cards without a knock, the hand is dead and nobody scores.
Any card not part of a completed set (three or more of a rank) or run (three or more in sequence in one suit). Face cards count 10, Aces count 1, everything else counts its face value. A card can only belong to one meld — you cannot use the same seven for both a set and a run.
When your deadwood totals ten or less, after drawing and as your discard. You do not have to wait for gin. Knocking early with a small count is the core strategic decision of the game.
That is an undercut, and it is why knocking is risky. If the defender's deadwood is equal to or lower than the knocker's, the defender scores the difference plus a bonus of 10 or 25 depending on house convention. The knocker scores nothing.
Yes, when defending against a knock — but not against gin. You may extend the knocker's sets and runs with your own unmatched cards to reduce your deadwood. Against a gin hand there is no laying off at all.
Twenty-five is the most widely used gin bonus, and twenty-five is also the most common undercut bonus, but both vary.
The house version: Some groups use a 20-point gin bonus, some 25. "Big gin" — going out with all eleven cards melded — is a house addition worth 31 or more where used.
If both players cross the target in the same hand, the higher score wins outright.
Stop at the end of a hand. Gin is scored across hands to a target, so agreeing a lower target mid-game is more graceful than abandoning it.
Knocking with more than ten deadwood and hoping the count is not checked.
Spot it: The count is always checked. That is not distrust, it is how the score is worked out.
Any deck. If cards are missing, remove whole ranks so runs and sets stay possible, and adjust the target score down.
Sets and runs depend on rank and suit rather than colour alone, but suit recognition matters for runs — a four-colour deck helps. Holding and rearranging ten cards is the main dexterity load; a card stand solves it.
Arrange all thirteen cards into valid sets and runs, including at least two runs of which one contains no joker.
| players | 2–6, best at 4 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 40 sec / 6 min / 40 sec |
| between your turns | 50 sec |
| works from age | 9 |
| weight / luck | 2.3 of 5 · 60% chance |
Thirteen cards each, two decks, and one rule that shapes the entire game: you cannot win without a pure sequence.
Two kinds are wild:
Use two decks with jokers for up to four players, three decks for five or six. Deal thirteen cards each. Place the rest face down as the closed pile and turn one card to start the open pile.
1. Draw from the closed pile or take the top card of the open pile. 2. Discard one card face up.
Arrange your hand into melds as you go.
When all thirteen cards are arranged into valid melds, you may declare. Your hand must contain:
Discard your final card face down and declare. If the arrangement is valid you win the hand; if it is not, you take the maximum penalty.
Everyone else counts their unmelded cards:
| Card | Points | | --- | --- | | Ace, King, Queen, Jack | 10 | | All others | Face value | | Jokers | 0 |
The total is capped at 80. If a player has no pure sequence, they score the full 80 regardless of what they hold — the single most important number in the game.
In the points and pool formats you may drop out of a hand rather than play it. Dropping before your first draw costs 20 points; dropping later costs 40.
No. A valid declaration needs at least two sequences, and at least one of them must be pure — three or more consecutive cards of the same suit with no joker standing in for anything. Declaring without one is an invalid declaration and is penalised heavily, usually the full 80 points.
Yes, in any sequence except the mandatory pure one. A run using a joker is an impure sequence and is perfectly valid — you simply need one clean run elsewhere in the hand.
One card is turned face up at the start of the hand. Every card of that rank, in all suits, becomes wild for that hand, in addition to the printed jokers. If the turned card is itself a printed joker, then Aces are commonly used instead.
You count the value of your unmelded cards — face cards 10, Ace 10, others face value — capped at 80. If you hold no pure sequence at all, the full 80 applies regardless of what is in your hand, which is why the pure run is the first thing to build.
In the pool and points formats, yes. Dropping before your first draw costs 20 points; dropping later costs 40. It is a real strategic option with a bad hand, and it does not exist in most Western rummy variants.
Lowest points wins. Level scores are split, since there is no further criterion in common play.
A player who is clearly out of it can drop for a fixed penalty rather than play the hand out, which is a rule rather than a courtesy.
Two ordinary decks with their jokers are all that is required. If the printed jokers are missing, nominate a rank — commonly twos — as permanent wild cards and say so before dealing.
Thirteen cards is a wide fan and the main physical barrier; a card holder is genuinely useful. Runs depend on suit, so a four-colour deck helps players with limited colour vision.
Score the most points by forming interlocking words on the board.
| players | 2–4, best at 2 |
| box says / really takes | 60 min / 75 min (over by 15 min) |
| setup / teach / pack away | 4 min / 6 min / 5 min |
| between your turns | 2 min |
| works from age | 9 |
| weight / luck | 2.1 of 5 · 40% chance |
Form interlocking words on a grid, with the board's premium squares doing most of the scoring work.
Each player draws seven tiles. Draw one tile each to decide who starts — closest to A goes first, blank beats everything.
Place tiles to form one word, then score it, then draw back up to seven.
The first word must cross the centre star. Every word after that must connect to tiles already on the board. All tiles you place in a turn must be in a single line, and everything formed must be a valid word — including words created incidentally alongside your main one.
Instead of playing, you may exchange any number of tiles (only while at least seven remain in the bag) or pass. Both score zero.
Each tile has a value printed on it. Then apply premium squares:
| Square | Effect | | --- | --- | | Double / Triple Letter | Multiplies that tile's value | | Double / Triple Word | Multiplies the whole word |
Letter multipliers apply before word multipliers. If a word covers two word multipliers, they compound — a word across two triple-word squares scores nine times.
Premium squares only count on the turn a tile is first placed on them.
If your word creates other words, score each of them, and a shared tile scores in both.
Using all seven tiles in one turn scores an extra 50 points, added after multipliers.
Two blank tiles can stand for any letter. They score zero regardless of what they represent or which square they sit on, though they still benefit from word multipliers. Once placed, the letter is fixed for the game.
Any player may challenge a word before the next turn begins. Look it up in the agreed dictionary.
Agree which version you are playing before starting.
The game ends when the bag is empty and one player has used all their tiles, or after six consecutive scoreless turns.
Each remaining player subtracts the value of their unplayed tiles. The player who went out adds the total of everyone else's remaining tiles to their score.
Look it up. If the word is not in the agreed dictionary, the tiles come back and the player scores nothing that turn. If it is valid, the challenger loses their turn under North American tournament rules, while under the standard home rules there is no penalty at all. Agree which before you start — the difference completely changes whether bluffing is viable.
Zero, always — even on a triple letter square, and even when the letter it represents is a Z. It still benefits from word multipliers. Once played, the letter it stands for is fixed for the rest of the game, and it cannot be swapped out for the real tile. That last part is a common house rule and is not official.
For using all seven tiles from your rack in a single turn — known as a bingo. The bonus is 50 points, added after all multipliers, and it is the single largest swing available. It applies even if you only had seven tiles left.
No. A premium square only counts on the turn a tile is first placed on it. Words crossing it later score the letters at face value.
No, in the standard game — no names, no abbreviations requiring capitals, no words needing a hyphen or apostrophe. (Hasbro released a separate variant permitting proper nouns, which is a different game rather than a rule change.)
If they are in the agreed dictionary, yes. QI and ZA are valid in both major word lists and are the highest-value two-letter plays in the game. Learning the two-letter list is the single largest improvement available to a casual player, and it is also the fastest route to an argument with one.
The player who went out first wins. If neither went out, highest score wins, and a genuine tie is a genuine draw.
Playing on when you are 150 behind with six tiles left is a formality. Conceding is normal, but finish if anyone is chasing a personal best.
An adult against a child — The child may use the dictionary freely and openly; the adult may not.
A very strong player — Start them at minus fifty, or bar them from using the two-letter word list.
Fishing in the bag — feeling for a blank, which is smooth-edged and identifiable by touch in many sets.
Spot it: Draw with the bag held at eye level and above the table, so hands go in and come straight out.
Playing a made-up word confidently and quickly, hoping nobody challenges.
Spot it: Agree the dictionary before the first tile and agree that challenges are free. Both remove the incentive entirely.
Lost tiles can be written on card, but the tile distribution is carefully balanced and a missing high-value letter changes the game. Note the count on the board or in the rules before replacing.
Premium squares are colour-coded, which is the main barrier — they are also labelled in text on most sets. Tile letters are small; large-print and braille sets exist. A tile rack stand helps players with limited grip.
Win outright by military or scientific supremacy, or accumulate the most victory points across three ages.
| players | 2, best at 2 |
| box says / really takes | 30 min / 40 min (over by 10 min) |
| setup / teach / pack away | 5 min / 12 min / 5 min |
| between your turns | 20 sec |
| works from age | 10 |
| weight / luck | 2.8 of 5 · 30% chance |
Two civilisations, three ages, and a pyramid of cards where taking one reveals the next. There are three ways to win and two of them end the game instantly.
Each player drafts four wonders. Lay out the age one cards in the prescribed pattern, some face up and some face down. Place the military marker in the centre of its track. Each player starts with seven coins.
On your turn, take any card that is not partially covered by another card. Then choose one of three things:
Build it. Pay the cost in coins and resources. If a previously built card grants you a free chain to this one, it costs nothing.
Discard it for coins. You gain two coins plus one for every yellow card you already own. This is always available and is the reason no card is ever dead.
Use it to build a wonder. Discard it face down and pay the wonder's cost instead. The card itself does nothing; it is simply the fuel.
After you take a card, any cards it was covering are revealed.
You never trade with your opponent directly. If you lack a resource, you buy it from the bank at a cost of two coins plus one for each of that resource your opponent produces. Their production makes your purchases more expensive, which is the only indirect interaction in the economy.
Military. Red cards push the marker towards your opponent. Reach their capital and you win immediately, whatever the points say.
Science. Collect six different scientific symbols and you win immediately. There are only so many in the deck, so denying your opponent a symbol they need is often more valuable than taking a card you want.
Civilian. If neither instant win happens, add up victory points after age three. Highest wins; a tie goes to the player with more blue card points.
Five tokens are available from the start, granting powerful permanent abilities. Matching a pair of identical scientific symbols earns you one immediately.
Because two of the three win conditions can end the game without warning, you cannot simply build the best engine. You must watch what your opponent is collecting on every single turn, and the card you most want to take is often the card you most need to deny.
Yes. Pushing the military marker into your opponent's capital, or collecting six different scientific symbols, ends the game the moment it happens. The age is abandoned, points are not counted, and it does not matter how far ahead your opponent was on victory points.
No. All purchases are from the bank. The cost is two coins plus one for each copy of that resource your opponent produces, so their production raises your prices without ever giving them income.
Two coins, plus one for each yellow commercial card you have already built. A player with three yellow cards therefore collects five, which makes discarding a genuine strategy rather than a last resort.
No. Only seven wonders may be constructed in total across both players, so as soon as the seventh is built the eighth becomes permanently unbuildable. Racing to finish your fourth wonder can strand your opponent's.
No. A card must have nothing overlapping it at all to be taken. Removing a card reveals whatever it was covering, and face-down cards are turned up at that moment.
Immediately upon acquiring your second copy of the same scientific symbol. You then choose any available token from the five laid out. Note that duplicate symbols do not count towards the six needed for a scientific victory, which requires six different ones.
Most points from blue civilian cards. Still level after that, the game is a draw.
Two of the three victory conditions end the game instantly, so a losing position can evaporate in one turn. Conceding a civilian defeat on points is reasonable in the third age; conceding while your opponent is two steps from a military victory is simply accepting what is about to happen anyway.
A stronger player — They start with three coins instead of seven. The economy is tight enough that it matters.
Nothing here is improvisable — the card costs and the pyramid structure are the game. Coins can be replaced with any counters.
The iconography is dense and entirely symbolic, with no text on most cards. The reference sheet is essential and should stay on the table permanently. The pyramid layouts are specific and fiddly to build correctly each age.
Win two bidding challenges by successfully flipping the number of flowers you promised, without turning over a skull.
| players | 3–6, best at 5 |
| box says / really takes | 30 min / 30 min |
| setup / teach / pack away | 60 sec / 3 min / 60 sec |
| between your turns | 25 sec |
| works from age | 10 |
| weight / luck | 1.2 of 5 · 25% chance |
Everyone has three flowers and one skull. You place discs face down. Then somebody bets they can turn over flowers without finding a skull. That is all of it, and it is one of the purest bluffing games ever published.
Each player secretly places one disc face down on their mat. Continuing clockwise, players either add another disc on top of their own stack, or open the bidding.
Stacks build up. Nobody can see anything but the count.
To open, name a number — how many discs you claim you can flip without hitting a skull. The next player must bid higher or pass. Once you pass you are out of the bidding for this round entirely.
Bidding stops when everyone but one player has passed. Nobody may bid more than the total number of discs on the table.
The winning bidder must now turn over that many discs, and here is the rule that makes the game:
You must flip your entire own stack first, from the top down, before touching anybody else's. Only then may you choose freely from other players' stacks, always taking from the top.
If you reach your number in flowers, you win the challenge. Win two challenges and you have won the game.
If you turn over a skull, you stop immediately and lose one disc. If the skull was somebody else's, they choose which of your discs is removed, at random and without seeing it. If it was your own, you choose.
A player with no discs left is out.
Because you must flip your own discs first, placing your skull early and then bidding is impossible. The bluff has to be built out of what you place, when you place it, and what you are willing to promise afterwards.
Your entire own stack, from the top down, before touching anybody else's. Only when your own discs are all revealed may you choose from other players, and then always from the top of a stack.
If you flipped your own skull, you choose which of your discs to remove. If you flipped somebody else's, they take one of yours at random without looking at it. Either way the removed disc is not revealed, so the table never learns whether you still hold your skull.
No. The maximum possible bid is the total number of discs currently placed by all players combined. Bidding the full total is legal and is a common way to end a round decisively.
No. A pass removes you from the bidding permanently for that round. This is why the decision to pass early carries real weight rather than being a delaying tactic.
Yes, and they are frequently the most dangerous player at the table. A single disc is either a flower they can safely bid one on, or a skull that nobody can be certain about. Elimination only comes when the last disc is lost.
Impossible — the game ends the moment a player wins their second challenge.
A player down to one disc is still genuinely dangerous, so conceding is both unnecessary and premature. If the group wants to stop, finish the current round and count who is closest to two wins.
Adding a disc to your stack during the bidding, when all eyes are on the bidder.
Spot it: Discs are placed one at a time, in turn order, and the placing phase ends when bidding starts.
Beer mats and coins reproduce this exactly — the game is four tokens per player where one is distinguishable. It is one of the easiest games here to improvise from nothing.
The discs are chunky and easy to handle, which is unusual and welcome. The game is almost entirely about reading faces and betting behaviour, which makes it a poor fit for players who find that kind of social pressure unpleasant and a superb fit for those who do not.
Bid how many tricks your partnership will take, then take exactly that many. Overshooting is punished almost as harshly as falling short.
| players | 2–6, best at 4 |
| box says / really takes | 30 min / 50 min (over by 20 min) |
| setup / teach / pack away | 30 sec / 6 min / 30 sec |
| between your turns | 20 sec |
| works from age | 9 |
| weight / luck | 2.1 of 5 · 40% chance |
A partnership game about promises. You say how many tricks you will take, and then the hand punishes you for being wrong in either direction.
Four players in two partnerships, sitting so that partners face each other. Deal the entire deck, thirteen cards to each player.
Beginning to the dealer's left, each player states how many of the thirteen tricks they expect to win. You may not confer with your partner, and you may not change your mind afterwards. Add the two partners' bids together — that combined number is what the side must deliver.
A bid of zero is called nil, and is a separate contract: that player promises to take no tricks at all.
The player to the dealer's left leads first, and may not lead a spade until spades have been broken. Follow the led suit if you hold it. If you cannot, play anything, including a spade.
Spades are permanently trumps. Any spade beats any card of any other suit. If more than one spade lands on a trick, the highest spade takes it. Otherwise the highest card of the suit led wins. Spades become legal to lead once one has been played on a trick somebody could not follow.
Make your combined bid and score ten points per trick you bid. Fail, and you lose ten points per trick bid — the whole contract, not the shortfall.
Tricks taken beyond the bid are called bags. Each one is worth a single point now and a problem later: accumulate ten bags across the game and you lose a hundred points immediately, with the counter resetting. This is the rule that makes deliberately losing a trick a real skill.
A successful nil scores a hundred for the partnership. A failed nil loses a hundred, and the partner's own bid is scored separately either way.
Play continues until a side reaches five hundred.
Each one scores a single point immediately and adds a bag to your running count. When that count reaches ten, the partnership loses a hundred points and the counter drops back by ten. The small reward is a trap.
No. Communicating your hand outside of the bid and the cards you play is cheating, not strategy. Everything your partner learns must come from what they can see on the table.
The house version: Some social games permit a single agreed remark after bidding, such as declaring a void suit. It is not part of the game and should be agreed before dealing rather than mid-hand.
Not part of the base game, though it is so widespread in North American play that many players have never met a game without it.
The house version: A partnership at least a hundred behind may bid nil before looking at their cards, for double the usual reward and double the penalty. Partners are typically allowed to exchange two cards afterwards.
Once a spade has been played by somebody unable to follow the suit led, spades are broken and may be led freely. Before that they may only be played when you cannot follow, or when your hand holds nothing else.
The nil bidder must take none. Their partner plays their own bid entirely separately and is expected to cover the nil by winning tricks the nil bidder would otherwise be forced to take. The two contracts are scored on their own terms.
If both partnerships cross five hundred in the same hand, the higher score wins.
Partnerships play to five hundred, and a side four hundred behind is not coming back. Agreeing to stop at the end of the current hand is normal; both partners should agree, since one of them may still be enjoying it.
Table talk between partners, disguised as commentary about a previous hand.
Spot it: The bid and the cards are the only legal communication. Say it out loud before dealing with a new group.
Nothing beyond the deck. If a card is lost, the deal no longer divides evenly at four players, which the game cannot tolerate.
Bidding requires holding a running total across a whole hand, which is harder than it sounds in a noisy room; a visible bid marker per player helps a great deal. Partnership play involves reading a partner across the table, which is a barrier for anyone with limited vision of the far seat.
Play every card in the group's hands in ascending order, without anyone saying a single word.
| players | 2–4, best at 3 |
| box says / really takes | 20 min / 25 min (over by 5 min) |
| setup / teach / pack away | 60 sec / 90 sec / 60 sec |
| between your turns | 0 sec |
| works from age | 8 |
| weight / luck | 1.1 of 5 · 45% chance |
A hundred cards, numbered one to a hundred. The group must play them in ascending order. Nobody may say anything.
That is the whole game and it should not work.
At level one, each player is dealt one card. At level two, two cards each, and so on. The number of levels you must complete depends on how many players there are.
Look at your cards. When you believe you hold the lowest card still in anyone's hand, place it face up in the middle.
You may not speak. You may not gesture deliberately, count, tap, mouth numbers, or signal in any agreed way. What you may do is wait — and how long you wait is the entire language of the game.
A group holding a two and a ninety-eight will find the two appears almost instantly. A group holding a fifty-one and a fifty-four will sit in silence for a long, agonising while.
If somebody plays a card while another player still holds a lower one, the group loses a life. Every player then discards all cards lower than the one just played, face up, and play continues from there.
Run out of lives and the game is over.
At any point, any player may propose using a throwing star by raising a hand. Everybody must agree. Each player then discards their lowest card face up simultaneously, which is the only sanctioned way to gain information.
Completing certain levels earns the group an extra life or an extra throwing star, as printed on the level cards.
Finish the last level with at least one life remaining. There is no score and no individual winner — only how far you got and how close it was.
Silence means silence. Sighing meaningfully, staring at somebody, or saying "okay, wait" all count. Groups that let this slide find the game evaporates, because the tension is the product.
Anything intended to convey information about your cards is forbidden — speech, numbers, counting, tapping, deliberate gestures, mouthing, and agreed signals of any kind. The only permitted signal is how long you choose to wait before playing, which is deliberately ambiguous.
Every player discards all cards lower than the one just played, face up so the whole group can see them. The group loses one life and play continues from the card that was played, rather than restarting the level.
No. Any player may propose one by raising a hand, but every player must agree before it is used. Since agreeing is done by raising a hand rather than speaking, the proposal itself carries no forbidden information.
Resolve them in ascending order as though they had been played correctly. If the higher was placed first, that is a mistake and costs a life; if the group genuinely cannot tell which landed first, the friendly convention is to accept it and continue.
Your cards are yours alone and must be kept hidden. Deliberately exposing one is communication and is forbidden, though nobody is expected to police an accidental flash — return it to your hand and carry on.
Cooperative. The group either finishes the level or does not.
There is no opponent to concede to. If the group is losing badly, restart at level one rather than abandoning — the game takes twenty minutes and the attempt is the entire point.
A deck of a hundred numbered slips reproduces it exactly, and lives can be coins. What cannot be improvised is the silence, which is the actual component.
The no-talking rule is absolute, which makes this one of the few games here that is fully playable without any shared spoken language. It relies instead on reading hesitation and body language, so it is difficult for players who cannot see the whole table clearly.
Claim railway routes to connect the cities named on your secret destination tickets, scoring for the routes you build and losing points for tickets you fail to finish.
| players | 2–5, best at 4 |
| box says / really takes | 60 min / 70 min (over by 10 min) |
| setup / teach / pack away | 7 min / 8 min / 8 min |
| between your turns | 60 sec |
| works from age | 8 |
| weight / luck | 1.9 of 5 · 45% chance |
Collect coloured cards, spend them to claim railway routes, and try to connect the cities on the secret tickets in your hand.
Each player takes forty-five trains in one colour. Deal four train cards to each player, and lay five face up beside the deck.
Deal three destination tickets to each player. You must keep at least two of them. These are secret, they are worth points if you complete them, and they subtract those same points if you do not.
Draw train cards. Take two, from the five face up or blind from the top of the deck. Locomotives are wild, and if you take a face-up locomotive it counts as both of your draws.
Claim a route. Choose a stretch of track between two adjacent cities and discard that many cards of that colour. Grey routes accept any single colour, as long as all the cards match each other. Place your trains along it.
Draw destination tickets. Take three and keep at least one.
Longer routes are worth disproportionately more:
When any player has two or fewer trains left, every player including them takes one final turn. Then the game stops.
Add up your route points. Add the value of every destination ticket you completed, and subtract the value of every one you did not. Add ten points for the longest continuous run of track, which is settled by tracing rather than counting routes.
Highest total wins.
A ticket you fail to complete costs you its full value, so a twenty-point ticket drawn late and missed is a forty-point swing. Drawing extra tickets near the end is the single riskiest thing you can do, and it is also how most close games are won.
Yes. Taking a locomotive from the five face-up cards uses both of your draws. A locomotive drawn blind from the top of the deck does not — it counts as one ordinary card, and you may still draw a second.
Yes, the full face value. A ticket is a two-way bet rather than a bonus, so failing a twenty-point ticket is a forty-point swing against the player who completed a similar one.
No player may ever claim both tracks of the same double route. In addition, with two or three players on the original US map, only one track of each double route may be used at all — the second is closed for the whole game.
Every tied player receives the full ten points. It is not split and it is not decided by a tiebreaker.
No. It is the longest single continuous path of trains, traced without reusing any segment and without branching. A sprawling network can easily lose to a shorter but straighter one, so trace it carefully rather than counting your total trains.
The number of tickets you hold is public and may be counted by anyone, since they are held openly in hand. Their contents are secret. The same applies to train cards — the count is visible, the colours are not.
Most completed destination tickets wins. Still level, the longest continuous route decides it — and if that is also shared, the game is a draw.
Do not leave early. Your trains block routes other players are counting on, and removing them mid-game rewrites everybody's plans. If the group must stop, score it where it stands — completed tickets count, incomplete ones subtract.
A new player — Let them see everyone's opening tickets, or allow one free route claim of length two.
Claiming a route with one card too few while everyone is watching the board.
Spot it: Discards go face up in a single shared pile. The count is then checkable after the fact.
Trains can be replaced with any small markers of a distinct colour, though you need forty-five of each. Losing destination tickets is the real problem — they are the scoring engine and cannot be improvised without the printed distances.
The route colours include a pink, a red and an orange that are difficult to distinguish under poor lighting, and the board is dense. The trains are small and placing them into narrow route slots is genuinely fiddly for anyone with limited dexterity. The map text is small; a printed city list helps.
Be the first player to get rid of every card in your hand.
| players | 2–10, best at 4 |
| box says / really takes | 30 min / 45 min (over by 15 min) |
| setup / teach / pack away | 40 sec / 3 min / 40 sec |
| between your turns | 25 sec |
| works from age | 6 |
| weight / luck | 1.2 of 5 · 85% chance |
A shedding game: everyone races to empty their hand, and the special cards exist to stop whoever is closest.
Deal seven cards to each player. Put the rest face down as the draw pile and turn the top card face up to start the discard pile.
If that starting card is a Wild Draw Four, bury it in the deck and turn over a new one. If it is any other action card, its effect applies immediately to the first player.
On your turn, play one card that matches the top of the discard pile in any of these ways:
A Wild can be played at any time. A Wild Draw Four can only be played when you hold no card of the current colour — see the rulings below, because this is the rule most often played incorrectly.
If you cannot play, or choose not to, draw one card from the draw pile. If that card is playable you may play it straight away. Otherwise your turn ends.
| Card | Effect | | --- | --- | | Skip | The next player loses their turn. | | Reverse | Direction of play flips. With two players it acts as a Skip. | | Draw Two | The next player draws two cards and loses their turn. | | Wild | You name the colour that must be matched next. | | Wild Draw Four | You name the colour; the next player draws four and loses their turn. Only legal if you hold no card of the current colour. |
As you play your second-to-last card — leaving you holding one — announce "Uno". If another player catches you before the next player has begun their turn, you draw two cards as a penalty. Once the next turn starts, you are safe.
The round ends the instant a player has no cards left. You may go out on any card, including an action card, and its effect still applies.
The player who went out scores the total value of every card still held by everyone else:
| Card | Points | | --- | --- | | Number cards | Face value (0–9) | | Skip, Reverse, Draw Two | 20 each | | Wild, Wild Draw Four | 50 each |
Play until somebody reaches 500 points. Many groups skip scoring entirely and treat each round as a complete game, which is faster and loses very little.
If the draw pile empties, take the discard pile except its top card, shuffle it, and use it as the new draw pile.
No. Under the published rules there is no stacking. A player hit with a Draw Two draws two cards and loses their turn — they cannot pass the penalty along. Mattel stated this publicly in May 2019 and a large part of the internet refused to believe it. Note that the official UNO mobile game does offer stacking as a setting, which is not the same as it being in the card game's rules.
The house version: The near-universal house version lets you answer a Draw Two with your own Draw Two, passing an accumulating penalty around the table until someone cannot respond and draws the entire pile.
No — and this is a genuinely official rule that almost nobody plays. You may only play a Wild Draw Four when you hold no card matching the current colour. Numbers and symbols do not count, only colour. The next player may challenge; if the challenge is correct the bluffer draws four instead, and if it is wrong the challenger draws six.
You must announce it as you play your second-to-last card. If another player catches you before the next player begins their turn, you draw two cards. Once the next turn has started, you are safe. The penalty is two cards, not four, and it is not automatic — somebody has to catch you.
No. Officially you draw exactly one card. If it can be played you may play it immediately; if not, your turn ends.
The house version: Drawing repeatedly until a playable card appears. This is probably the single most common deviation from the printed rules, and it inflates hand sizes dramatically.
Yes. The published rules allow you to go out on any card, including a Draw Two, Draw Four, Skip or Reverse — and the next player still suffers the effect, drawing the cards that then count against them in scoring.
Not official. Turn order is strict in the published rules.
The house version: "Jump-in": if you hold a card identical in both colour and value to the top discard, you may slap it down out of turn, and play resumes from you.
Not official. Sevens and Zeros are ordinary number cards in the printed rules.
The house version: Playing a Seven lets you swap hands with a player of your choice; playing a Zero rotates every hand one seat in the direction of play.
If two players cross the target score in the same round, the lower total wins.
Rounds are short and scores carry, so lower the target rather than stopping. Ending mid-round wastes the one hand somebody had actually engineered.
Palming a card into a sleeve or under a leg when the table looks away, then declaring Uno with one card left.
Spot it: Count the discard pile against the deck at the end of a suspicious round. The arithmetic does not lie.
Playing a card of a colour that does not match while everyone is talking, especially late in a fast round.
Spot it: The discard pile is face up. Turn the top three cards over at the end of any round somebody won unusually quickly.
A standard 52-card deck plays a near-identical game as Crazy Eights: Jack is Skip, Queen is Reverse, Ace is Draw Two, and Eight is Wild. If a single Uno card is lost, remove its three colour-siblings so the deck stays balanced.
Colour is the primary signal and the four colours are red, yellow, green and blue — the worst possible set for red-green colour blindness. Mark card corners with symbols, or use a deck with colour-blind markings. The number cards are high-contrast and large; the Wild cards are the hardest to read at a glance.
The villagers must identify and eliminate every werewolf. The werewolves must reduce the villagers to their own number without being caught.
| players | 7–20, best at 12 |
| box says / really takes | 30 min / 40 min (over by 10 min) |
| setup / teach / pack away | 3 min / 5 min / 60 sec |
| between your turns | 0 sec |
| works from age | 10 |
| weight / luck | 1.6 of 5 · 30% chance |
A village is hiding werewolves. The werewolves know each other. Nobody else knows anything. That asymmetry is the entire game, and it needs no equipment at all.
One person moderates and does not play. They deal a secret role to everyone else:
Roughly one werewolf per four players is the standard ratio.
Everybody closes their eyes. The moderator says "werewolves, wake up." The werewolves open their eyes, see each other, and silently agree on a victim by pointing. They close their eyes again.
The moderator then wakes the seer, who points at one player; the moderator silently indicates whether that player is a werewolf. Then the doctor, who points at one player to protect — possibly themselves.
Everybody opens their eyes. The moderator announces who died, and that player's role is revealed. They take no further part and must not speak.
The village then discusses. Anyone may accuse anyone. When the discussion has run its course, the village votes, and whoever receives the most votes is eliminated and their role revealed.
Then night falls again.
Villagers win the moment the last werewolf is eliminated.
Werewolves win as soon as their number equals the number of surviving villagers, because from that point they can never be outvoted. The game does not need to continue to the last villager, and stopping at parity saves a pointless final round.
Keep the night quiet, keep the day moving, and never reveal anything you were not asked to. A good moderator is the difference between a tense forty minutes and a shapeless argument, and it is a genuine role rather than a chore.
No. A player who has been eliminated says nothing for the rest of the game — no hints, no reactions, no knowing looks. They hold information that would resolve the entire puzzle, so their silence is a rule rather than an etiquette point.
No. The moderator sees every role and every night action, so they cannot take part. Apps that narrate the night exist precisely so that nobody has to sit out.
No. They win as soon as their number equals the number of remaining villagers, because at parity they can no longer be voted out. Playing on past that point is a formality with a guaranteed result.
It is entirely legal at any time and is a strategic decision rather than a rules question. Claiming early gives the village real information and paints an immediate target; claiming late risks dying with it unspoken. There is no rule either way, and any group insisting otherwise has invented one.
In most rule sets the day must end with somebody eliminated, and a tie is broken by a runoff or by the moderator.
The house version: Many groups allow a no-elimination day, either by majority abstention or by leaving a tie unresolved.
Yes, and it is occasionally a strong play — sacrificing a wolf who is about to be caught buys enormous credibility for the others. Nothing in the rules restricts the night kill to villagers.
A side wins outright or it does not. There is no drawn result.
Nobody may leave mid-game. A player who walks out takes hidden information with them and breaks the deduction for everyone still playing. Eliminated players may leave the circle but should stay silent rather than commentate.
A dead player reacting — a laugh, a glance, a sharp intake of breath.
Spot it: Eliminated players face away from the circle, or leave the room. It is the single most common way the game breaks.
Peeking during the night phase.
Spot it: The moderator watches for it and simply says so. In a group that plays often, the shame is sufficient enforcement.
There is nothing to lose. Roles can be dealt with playing cards, written on torn paper, or assigned by the moderator tapping shoulders in the dark. The game genuinely requires no equipment whatsoever.
The game depends on closing your eyes and on hearing quiet instructions, which makes it difficult for players with hearing loss and unworkable for anyone who cannot see the moderator's gestures. A written-card variant, where the moderator passes notes rather than speaking, solves most of this. It is also intensely verbal and fast, which some players find genuinely stressful rather than fun.
Checkmate the enemy general, who never leaves the nine points of his own palace.
| players | 2, best at 2 |
| box says / really takes | 30 min / 35 min (over by 5 min) |
| setup / teach / pack away | 60 sec / 10 min / 60 sec |
| between your turns | 45 sec |
| works from age | 8 |
| weight / luck | 2.7 of 5 · 0% chance |
Chinese chess. Two armies face each other across a river, each general confined to a small palace he may never leave. It is played by more people than any other board game on earth, and almost none of them are in the West.
Nine vertical lines and ten horizontal ones. Pieces sit on the intersections, not inside the squares — the single thing that most confuses anyone arriving from international chess.
Across the middle runs the river. At each end sits a palace: a three-by-three area marked with diagonals, which two pieces may never leave.
General — one step, orthogonally, and never outside the palace.
Advisor — one step diagonally, also confined to the palace. Two of them, and they exist only to shield the general.
Elephant — exactly two points diagonally, and may never cross the river. It is blocked if the intervening point is occupied. Purely defensive.
Horse — one point orthogonally then one diagonally outward. Unlike the western knight it does not jump: if the orthogonal step is blocked, the horse cannot move that way at all. This restriction shapes the whole game.
Chariot — any distance along a line, exactly like a rook. The strongest piece.
Cannon — moves like a chariot, but captures only by jumping over exactly one piece, of either colour, and landing on an enemy. An empty file makes a cannon harmless; a crowded one makes it deadly.
Soldier — one step forward. After crossing the river it may also move sideways, but never backwards, ever.
The generals may never face each other down an open file with nothing between them. This is called the flying general, and it means an empty central file can win a game outright.
Perpetual check is forbidden. A player who repeats a check indefinitely must vary the move or forfeit. Endless repetition is not a way to save a lost game.
Checkmate the general. A player with no legal move has also lost — stalemate is a loss, not a draw. Draws exist but are far rarer than in international chess, which makes the endgame sharper and considerably less forgiving.
No. If the two generals stand on the same file with no piece between them, the position is illegal. In practice this means the general may capture the opposing general along an empty file, so no player may ever create that alignment. Clearing the central file at the wrong moment loses on the spot.
No — a player with no legal move has lost. This is the opposite of international chess, and it makes the endgame far sharper because there is no half point to scramble towards.
No. The horse moves one point orthogonally and then one diagonally outward, and if the orthogonal point is occupied by any piece, the move is blocked entirely. Blocking an enemy horse with a single soldier is a standard defensive idea and has no equivalent in the western game.
It captures only by jumping exactly one piece — of either colour — along a straight line, landing on an enemy piece immediately beyond. It cannot capture without a screen, and it cannot jump two. Moving without capturing works exactly like a chariot, with nothing in the way.
No. Endless checking is forbidden and the checking player must vary or forfeit the game. Rules for other kinds of repetition are detailed and vary slightly between Chinese and Asian federation codes, but perpetual check losing is common to all of them.
Never. Elephants are confined to their own half for the whole game, which makes them purely defensive pieces. They also move exactly two points diagonally and are blocked if the point in between is occupied.
Only after it has crossed the river, and even then only one point at a time. A soldier may never move backwards under any circumstances, so pushing one is a permanent commitment.
Unlike international chess, stalemate is a loss rather than a draw — a player with no legal move has lost. Perpetual check is also forbidden and the offender must vary. Genuine draws are therefore much rarer, and a repeated position with neither side willing to change is the usual cause.
Resigning a lost endgame is normal and expected. Because stalemate loses rather than draws, a hopeless position is genuinely hopeless — there is no saving half point to play towards.
A much stronger player — Remove a horse, then a chariot. Handicap play is a long-established part of the game and carries no stigma at all.
A player who knows international chess — Nothing needs removing — the cannon and the river will do it. Expect them to lose several games to the cannon's jump capture before it becomes instinctive.
Pieces are flat discs marked with characters, so a lost piece can be replaced by a coin with the character written on it. The board is a grid of lines and can simply be drawn. Note that a set marked in traditional characters and one in simplified characters mix perfectly well.
The pieces are distinguished by the character written on them rather than by shape, which is a genuine barrier for anyone who cannot read them and for low-vision players — Western-style sets with figurine pieces exist and are worth seeking out. The two sides are conventionally red and black, a pairing that is legible to almost everyone. Playing on the intersections rather than in the squares confuses newcomers from international chess more than any rule does.
Fill thirteen scoring categories with dice combinations, choosing which category to spend each roll on.
| players | 1–10, best at 4 |
| box says / really takes | 30 min / 30 min |
| setup / teach / pack away | 40 sec / 4 min / 40 sec |
| between your turns | 40 sec |
| works from age | 6 |
| weight / luck | 1.4 of 5 · 75% chance |
Roll five dice up to three times, then decide which box to spend the result on. Thirteen rounds, thirteen boxes, and the entire game is the tension between what you rolled and what you still need.
Roll all five dice. You may then set any number of them aside and reroll the rest. You may do this once more. Three rolls in total, and dice set aside can be picked up and rerolled again if you change your mind.
When you stop, you must write a score into exactly one category that you have not used yet. If nothing fits, you must still choose one and score it zero. That forced sacrifice is a real decision, not a punishment.
Aces through sixes. Each scores the sum of the dice showing that number, so four fives scores twenty. If your upper section totals sixty-three or more — the equivalent of three of each number — you gain a thirty-five point bonus. Chasing that bonus drives most early decisions.
Roll a second Yahtzee after already scoring fifty in the box and you earn a hundred point bonus, then place the dice in another category under the joker rules: the matching upper box if it is free, otherwise any lower box, which may be filled as a full house or a straight regardless of what the dice actually show.
If your Yahtzee box was scored zero, no bonus is available, but the joker placement still applies.
Thirteen rounds fill every box. Add both sections and the bonus. Highest wins.
If the Yahtzee box already holds fifty, you score a hundred point bonus and then place the dice elsewhere under the joker rules — the matching upper box if free, otherwise any open lower box, which may be claimed as a full house or straight even though the dice do not form one.
Yes. Setting dice aside is not binding. On your second and third rolls you may reroll any dice you like, including ones you kept earlier. Many players assume kept dice are locked, which quietly costs them points all game.
Yes. A small straight needs four consecutive numbers among the five dice, so any large straight contains one. Scoring a forty-point straight in the thirty-point box is legal and occasionally correct.
No. Every turn ends with a number written into an unused box, and if nothing qualifies that number is zero. Choosing where to take the damage is part of the game.
You add all five dice, not only the matching ones. Three sixes with a five and a four scores twenty-seven. This is misplayed constantly, almost always in the player's own disfavour.
A tie is a tie. Yahtzee has no tiebreak and shared wins are common enough that groups usually agree one in advance — highest upper section is the popular choice.
There is nothing to concede. Every player fills the same thirteen boxes regardless of what anyone else rolls, so a losing position costs nothing to finish and the last few rounds are often the funniest part.
Young children — Let them reroll one die a fourth time. It barely shifts the odds and it removes the worst turns.
Rerolling a fourth time, which is astonishingly easy to do by accident in a loud room.
Spot it: Say the roll number aloud. One, two, three. It stops the argument and the accident.
Any five dice work, and score sheets are trivially reproduced on plain paper — the categories are the game, not the pad. A missing die genuinely stops play, so a spare is worth keeping in the box.
Reading five scattered dice quickly is the main visual demand; larger dice and a shallow tray help considerably. The score sheet involves repeated addition across two sections, which is the part young children need help with rather than the rolling.