Find your next board game
Flip 7
Keep flipping unique numbers, bank when the risk turns ugly, and use action cards to freeze, rescue, or pressure the table.
Courtisans
Split three cards between the Queen, your own domain, and an opponent while steering families toward favor or disgrace.
Linko
Lay a same-value group, steal matching-size lower groups, and balance useful new cards against the penalty for anything left in hand.
Oriflamme
Place a hidden card at one end of the line, then reveal for its power or keep it concealed to accumulate influence across six rounds.
Smash Up: Pretty Pretty Smash Up
Combine two factions, play minions and actions onto shared bases, trigger faction synergies, and claim the best share of each base’s points when its power threshold breaks.
Smash Up: Monster Smash
Shuffle two factions together, play minions and actions on shared bases, build or exploit power counters, and take the best share of each base when its breakpoint is reached.
Arkham Horror: Lovecraft Letter
Draw a card, play a card, deduce rival hands, risk insane abilities and sanity checks, survive each round, and earn the required Mythos tokens.
Flip 7: With A Vengeance
Draw unique numbers, stop before a duplicate busts the hand, chase the Flip 7 bonus, play disruptive action cards, protect banked points, and reach 200 first.
La Cuenta
Play matching tapas, build or shed sets, trigger disruptive effects, pass the pressure around the table, and avoid being the diner left with the bill.
Mindbug: Battlefruit Kingdom
Play a creature or attack, decide whether to steal opposing summons with one of two Mindbugs, protect Harvest threats, exploit Fast attackers, and remove all rival life.
Skull Queen
Predict your trick total, reveal bids, follow suit, deploy pirates and escape cards, use the Skull Queen at the right moment, and score only when the forecast is exact.
Ratjack
Combine one twelve-card family per player, draw and play each turn, hide values or trigger powers, modify rival tableaux, avoid exceeding twenty-five, score for eliminations or an exact total, and win the required rounds.
Disney Villainous: Sugar and Spite
Choose King Candy or Shere Khan, prepare that villain’s realm and two decks, move to a new location each turn, resolve its actions, play allies and items, use Fate cards to disrupt the rival, and complete your unique objective first.
Pirate Fluxx
Deal three cards each, place the Basic Rules, draw one and play one, then obey every New Rule, collect Keepers, resolve Actions and Surprises, avoid troublesome Creepers, and win immediately when your Keepers satisfy the current Goal.
Inuit: The Snow Folk
Build the Great White display, use your turn to scout or recruit one available card type, add Inuit to the matching occupation, resolve hunters, shamans, warriors, elders, and equipment, refill the shared row, and score village majorities, animals, spirits, and specialization bonuses at the end.
Evolution: The Origin of Species
Deal trait cards, take turns playing each card face down as a new animal or face up as an adaptation, roll for the shared food supply, feed animals and resolve predators and defensive traits, discard any animal that remains unfed, refill hands, and score surviving animals plus their traits after the deck ends.
Collect!
Deal each player a starting row, draw and place one animal on your turn, resolve that animal’s power, rearrange or disrupt rows as directed, complete a group of four matching animals to earn a half crown, and win by collecting two half crowns or satisfying the full-crown condition.
Munchkin Adventure Time
Choose an Adventure Time character, deal Door and Treasure cards, kick down one Door each turn, fight revealed monsters with levels, gear, powers, and negotiated help, let rivals modify the combat, collect treasure and levels for victories, run away from losses, and reach level ten through combat to win.
Nuclear Escalation
Deal populations and cards, use propaganda and secrets during the cold war, then program delivery systems and warheads when hostilities begin; resolve defenses, special effects, the misfunction die, population losses, and final retaliation until one power remains.
Fast Forward: FORTRESS
Keep the numbered deck in order, follow the opening card instructions, draw or secretly commit card sets, contest the available fortresses, resolve each hourglass checkpoint, and let new rules emerge from the deck.
Super Boss Monster
Draft for room synergies rather than raw damage alone, and decide early whether your minion must control hero flow or can safely harvest a stronger town action.
Farm Hand
Count the public suit distribution before bidding; the missing ranks matter as much as the cards in your hand when identical values can cancel.
Escape from New York
Share equipment and information while the rescue is fragile, but watch the conditions that let a teammate defect—the safest route can suddenly become a race.
Mindbug: King of Tokyo
Save at least one Mindbug for the creature that changes the tempo of the duel; early power is tempting, but the last threat is often the decisive one.