Find your next board game
Tricky Time Crisis
Play suited cards to win tricks and manage timing.
Festival Of A Thousand Cats
Play suited cards to win tricks and manage timing.
Twin Palms
Play suited cards to win tricks and manage timing.
Prophecy
Bid from the shape of your whole hand rather than its highest cards; off-suit control and the cards sacrificed before play can matter more than raw strength.
Patronize
Play suited cards to win tricks and manage timing.
Bug Council Of Backyardia
Play suited cards to win tricks and manage timing.
Volltreffer
Play suited cards to win tricks and manage timing.
Dog Tag Trick
Play suited cards to win tricks and manage timing.
Quattro Trick-Taking
Track which colors your rivals still need rather than chasing every trick; conceding a low-impact lead can preserve the card that controls the decisive lane.
Onstage
Track which high performers remain in each suit and use the 1, 4, and 7 effects to change trump just before a critical trick.
Minikin City
Watch both halves of every card: a modest trick play can be the exact icon a building needs, while a flashy win can leave your city short at scoring time.
Briscola Chiamata
Play suited cards to win tricks and manage timing.
Zero to Hero
Track suit totals before chasing the highest tile: setting up second place can be safer than winning, and a deliberate zero may create the strongest threat at the table.
Blend Coffee Lab.
Play suited cards to win tricks and manage timing.
Sauros
The highest tile is not always the best play: look at the symbols your current mat needs, then decide whether winning the trick is worth inheriting an awkward second tile.
Chasing Shadows
Read the shrinking suit display as carefully as your hand: forcing the next player into a bad follow can matter more than shedding your own highest card.
Zombie Princess
Bid from the shape of the whole hand, save a princess power for the round rule that exposes its best edge, and avoid winning extra tricks after the target is secure.
Cahoots
Track which temporary ally profits from each trick, reveal as little as possible in negotiation, and break a partnership just before it becomes more valuable to them than to you.
Sweet Takes
Track which suits can still be followed, preserve low-number winners for their richer score, and use the secret stash when a blind card is worth the risk.
BUBBLE GUM
Count the twenty-one visible or inferred cards, feed dangerous values when losing, and decide whether a controlled burst now creates the stronger final approach to fourteen.
DANGER: The High Voltage Game
Track the lowest survivor in every band, keep escape cards for late tricks, and force consecutive values onto opponents when their scoring row looks safe.
Fuego
Lead suits that expose awkward high cards, preserve flexible middling numbers, and chase the lowest winning card only when the available flame justifies the risk.
The Fox in the Forest Deluxe
Track which odd powers remain, use the Fox to redirect trump at the right moment, and remember that deliberately losing can be the strongest scoring line.
A Very Civil Whist
Draft for both the immediate trick and the next hand, protect the war track that is closest to breaking, and avoid spending your strongest card before the opponent commits.