Find your next board game
Great Wall of China
Lay out wall sections with paired honor tokens, give each player an identical character deck, draw a hand, play one or two cards to a section, resolve special abilities, check for a unique influence leader, award the next token, and finish when the available honor is exhausted.
A Nice Cuppa
Arrange the eight Tea cards in a line, prepare the Worry deck, reveal and attach worries as directed, take one permitted action each turn to swap or flip cards and restore focus, advance through the brew, then score the finished tea against unresolved distractions after eight turns.
Frogriders
Move pieces across a map while planning position and timing.
The Red Dragon Inn 7: The Tavern Crew
Bluff, read opponents, and time reveals around hidden information.
Cheese Thief
Use clues and contradictions to deduce hidden information.
Superhot: The Card Game
Build a deck or pool that turns small actions into stronger combos.
The Game of 49
Give each player $49 and fifteen chips, shuffle the number and Wild/Payoff cards, reveal one card per auction, bid or pass in turn, let the winner pay and claim the matching space, resolve any payoff, and win immediately by connecting four chips in any straight line.
Deckscape: The Fate of London
Keep the deck in numbered order, read the top card aloud, reveal new cards only when instructed, solve each device and location together, use clue cards when needed, record mistakes as penalties, and compare the completion time and errors with the final score table.
Lexio
Deal the player-count-specific tile set and starting chips, let the holder of Cloud 3 lead, follow with the same tile count at a higher value or pass, reset the lead after all rivals pass, end the round when one rack empties, settle chip payments, and play five rounds.
Heul Doch! Mau Mau
Manage cards in hand to time plays, combos, and scoring windows.
Magic Maze on Mars
Build the starting Mars map and warehouse, distribute action tiles, start the sand timer, move shared resources without speaking, operate production robots, spend materials to build domes, use timer spaces for brief communication, then guide every colonist to safety before time expires.
Vampire: The Masquerade – Chapters
Coordinate shared actions while clues or threats pressure the group.
Pacts
Assemble six regions on the cloth mat, choose courts and creature factions, seed influence, reveal the round’s common actions, let one player divide them into two pacts, let the other assign the pacts, resolve cards and powers, then score region majorities after rounds three and six.
Pluckin' Pairs
Lay out eleven images, start the ninety-second timer, have everyone secretly write five pairs and one leftover card, reveal each player’s connections, count raised hands for matching pairs, score shared-but-not-universal ideas, and repeat with fresh card faces.
Warhammer Age Of Sigmar: Champions Trading Card Game
Play disruptive cards to slow rivals and protect your own plan.
Eselsbrücke
Remember hidden information and use recall to make better choices.
Lost Seas
Place tiles carefully to build spatial scoring patterns.
Periodic: A Game of The Elements
Set the periodic-table board and goal tiles, spend energy on a trend action, move your flask according to that trend, collect matching elements and goal cards, advance research tracks, recharge efficiently, and score completed goals, sets, and agenda bonuses when the end condition is reached.
I am done
Shuffle and deal the cards, play one card on your turn, resolve its printed instruction completely, protect or rebuild the words in your display, interrupt opponents when a card permits, and win the moment I, AM, and DONE appear in the required order before you.
Guns & Steel
Build a deck or pool that turns small actions into stronger combos.
MicroMacro: Kids – Crazy City Park
Spread out the city map, choose a case in the investigator book, appoint a reader, hear the current question without revealing the answer, search together for the matching scene, mark clues with detective tokens, check the next page, and continue until the case is solved.
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.
HIT! Extreme
Shuffle the numbered and special cards, reveal cards one at a time on your turn, resolve each special effect, steal matching banked cards when allowed, stop to secure the turn’s haul, or lose the unbanked cards when you reveal a duplicate; score the largest total when the deck ends.
Necromunda: Underhive
Build the tiled underhive and gangs for a scenario, alternate fighter activations, spend actions to move, aim, shoot, charge, fight, interact, or recover, resolve ammo and injury dice, apply tactics and scenario rules, then score objectives and update gangs if playing a campaign.