Tabletop games
Modern board games, the ones whose final scoring fills a whole sheet. That’s where the scorer really replaces paper.
114 games, 114 rules pages.
- 7 Wonders3-7 pl.Three ages, cards passed to your neighbour, and seven sources of points to total at the end of the game.
- 7 Wonders Architects2-7 pl.Build your wonder stage by stage, taking cards from your neighbours’ piles or the central deck. Whoever completes it first ends the game.
- 7 Wonders Duel2 pl.The two-player version, without drafting: take cards from a pyramid, and two immediate victories can end everything.
- Abyss2-4 pl.In an underwater kingdom, you win the support of the peoples of the sea to recruit Lords, then control Locations. Any ally you reveal can be bought by an opponent: pearls change hands fast.
- Agricola1-5 pl.Feed your family and develop your farm. Each empty farm space costs a point.
- Akropolis2-4 pl.Build your Greek city tile by tile, and raise it storey by storey. Each district is worth its height, multiplied by the stars on the plazas of its colour.
- Alhambra2-6 pl.Architects each build their own palace in Granada, paying the builders in the right currency. Three scorings reward majorities in each building type and the longest wall.
- Ark Nova1-4 pl.Build a modern zoo, house animals and back conservation projects. Two tracks move towards each other: once they cross, the end is near.
- Armageddon3-4 pl.After the catastrophe, everyone rebuilds their city over six rounds: bid your survivors to explore, build and act in the city against the marauders. Housing all your people, repairing the damage and gathering the right equipment earn the points.
- Azul2-4 pl.Build a wall of azulejos without ending up with surplus tiles, which are costly.
- Barrage1-4 pl.Companies build dams, conduits and powerhouses in the Alps to divert water and generate energy. Demanding worker placement over five rounds.
- Blokus2-4 pl.Place as many pieces as you can, each touching your own only at the corners. Your score is whatever you couldn't place.
- Blood Rage2-4 pl.Viking clans raid the provinces before the end of the world, over three ages. Dying in battle is no disaster: only glory counts.
- Brass: Birmingham2-4 pl.The Industrial Revolution in the Midlands: build mills, mines and ironworks, then link them by canal and rail. Scoring happens at the end of each of the two eras.
- Brazil: Imperial1-4 pl.In colonial Brazil, each player builds an empire around their capital: buildings, cities, products, paintings of great historical figures and military units to explore and fight. Three eras follow one another as missions are completed; laurels are counted at the end.
- Calico1-4 pl.Sew the cosiest quilt by combining tiles of colours and patterns, to meet your goals, earn buttons and attract cats.
- Camel Up2-8 pl.A camel race where the camels climb on top of each other, and everyone bets on it — knowing the stack can flip.
- Carcassonne2-5 pl.Lay tiles to build roads, cities and monasteries, and place your followers on them at the right moment.
- Cartographers1-100 pl.Draw the map of a kingdom from the shapes drawn, to meet the queen’s edicts. Four seasons, two edicts scored in each, and monsters on the prowl.
- Cascadia1-4 pl.Put together terrain tiles and wildlife tokens, then score each species by its objective card.
- Catan3-4 pl.Gather resources, build roads, settlements and cities. The first to ten victory points wins.
- Caverna: The Cave Farmers1-7 pl.A family of dwarves furnishes its cave and clears the nearby forest: livestock, crops, mines and expeditions. Everything is scored at the end, and every gap costs points.
- Celestia2-6 pl.An airship flies from city to city, each richer and more dangerous than the last. At every stop, you bet on the current captain: stay aboard to aim further, or get off now with a more modest treasure.
- Clank!2-4 pl.Thieves creep into a dragon's lair to steal an artefact, building their deck as they go. Every noise draws the dragon: you have to get out alive.
- Cluedo2-6 pl.Who, with what, and in which room. One accusation per player: it wins the game or knocks you out.
- Colt Express2-6 pl.Bandits rob a train in the Wild West. You plan your actions in advance, then reveal them one after another: the plan rarely goes as intended.
- Concordia2-5 pl.Merchant families spread their trade around the Roman Mediterranean. Points only come at the end, and the gods on your cards multiply them.
- Crystalla2-4 pl.Everyone builds a fresco of twelve cards adorned with crystals. On your turn, pick up the pawns from a pile, drop them one by one on the neighbouring piles, then take the card where the last one lands. Each of the seven crystals scores its own way: the highest total wins.
- Dead Cells1-4 pl.A cooperative campaign game: a group of prisoners crosses biomes, flips tiles and fights in three rounds, with cards played face down. Each run ends when a prisoner dies or a boss falls; the Cells you earn make the group stronger for the next one.
- Diamant (Incan Gold)3-8 pl.Explorers venture together into a cave full of rubies… and traps. At every passage, each one secretly decides whether to press on or head back to camp to put the loot in safety.
- Dice Forge2-4 pl.Heroes roll dice whose faces you pull off and replace, making them ever more generous in gold and shards. With them, you perform feats that bring glory.
- Dominoes2-4 pl.The universal classic. The winner of a round collects the points left in the other players' hands.
- Dorfromantik: The Board Game1-6 pl.Together, you lay hexagonal tiles to build a peaceful landscape and meet the inhabitants’ requests: forests, fields, villages, railways and rivers. One score for the whole table, and a campaign that gradually opens sealed boxes.
- Draftosaurus2-5 pl.Keep one dinosaur and pass the rest, to fill the enclosures of your park as best you can. A die sets constraints for everyone except the player who rolled it.
- Dune: Imperium1-4 pl.Place your agents, build your deck and win the conflicts on Arrakis. As soon as someone reaches 10 victory points, the current round is the last.
- Earth1-5 pl.Everyone grows an ecosystem as a grid of cards: plants, terrains and climates trigger in chains. The game ends when an island is complete.
- Everdell1-4 pl.Build a city of fifteen cards over four seasons, then count cards, tokens and events.
- Finspan1-5 pl.Wingspan's seafaring cousin: dive into three zones of the ocean, recruit fish, hatch eggs and form schools. Four weeks, then the big final count.
- Five Tribes2-4 pl.An Arabian Nights mancala: sow meeples from tile to tile to gather merchandise, djinns and territory. The final count adds up all the gold coins.
- Flamecraft1-5 pl.As Flamekeepers, you visit the town’s shops to settle little artisan dragons there, gather goods and cast enchantments. Fancy dragons hide secret goals that boost your reputation.
- Formula D2-10 pl.A Formula One race over two laps: each gear has its own die, and each corner demands a number of stops. Going too fast wears out tyres, brakes and engine; the first to cross the line wins.
- Galaxy Trucker2-4 pl.Everyone builds at the same time, against the clock, a ship made of tiles drawn blind, then sends it across a galaxy full of meteors and pirates. Three flights to end up the richest.
- Grand Austria Hotel2-4 pl.Viennese hoteliers welcome guests into their café, serve them, then show them to their rooms. Dice drafting over seven rounds, under the Emperor’s watchful eye.
- Great Western Trail2-4 pl.Drive your herds across the plains to Kansas City station, then ship them by rail. Every trip improves your cattle, buildings and workers.
- Harmonies1-4 pl.Shape a landscape with coloured tokens, then welcome animals that each seek their own habitat. Trees, mountains, fields, rivers: everything counts at the end.
- Power Grid2-6 pl.Power companies buy plants at auction, fight over coal, oil and uranium, and spread their network from city to city. In the end, all that counts is how many cities they actually power.
- Heat: Pedal to the Metal1-6 pl.A 1960s motor race where you change gear with your cards. Taking a corner too fast heats up the engine, and overheating costs dearly.
- Hexomino2-4 pl.Tiles to place against those on the table, numbers side or colours side. The more sides you touch, the bigger the bonus.
- Isle of Skye2-5 pl.As Scottish clan chiefs, you set the price of your own landscape tiles, then buy other players’ tiles to expand your territory. The scoring criteria change every round.
- Istanbul2-5 pl.A merchant and their assistants roam the grand bazaar to gather goods and money, then trade them for rubies. The first to collect enough rubies wins.
- Jamaica2-6 pl.A pirate ship race around Jamaica: the captain of the turn rolls two dice, and everyone secretly picks the card that says what to do with them, load the holds or sail. At the finish, the gold kept and the treasures plundered count as much as the position.
- Kanagawa2-4 pl.As Master Hokusai’s pupils, at each lesson you choose to wait for more cards or to leave with a column, to equip your studio or paint your print. Seasons in a row, diplomas and Harmony symbols make the score.
- Kingdom Builder2-4 pl.Expand your kingdom settlement by settlement, on the terrain your card dictates each turn. Three random goal cards change how to win every game.
- Kingdomino2-4 pl.Build a five-by-five kingdom with dominoes of two terrains each. Pick early and you play late.
- Stone Age2-4 pl.Feed your tribe, hunt, gather and build huts in prehistoric times. The civilisation cards often make the difference in the final count.
- The Isle of Cats1-4 pl.Before Vesh arrives, lure cats with fish and fit them onto your boat like puzzle pieces, keeping families together. Visible rats and badly filled rooms are costly.
- Forbidden Island2-4 pl.An island sinking tile by tile: recover the four treasures and fly off together before you drown. Cooperative: you win or lose together.
- Pay Day2-6 pl.A thirty-one-day month to get through on the die, between bills, bargains and strokes of luck. On the last pay day, the richest player once their debts are paid wins.
- Labyrinth2-4 pl.Each turn, you slide the spare tile into a row of the board to shift the corridors, then move your pawn towards the secret treasure on top of your pile. The first player to find all their treasures and get back to their starting square wins.
- The White Castle1-4 pl.At Himeji Castle, clans take dice from the ends of three bridges to send their members to the gardens, to the training yards or up the floors of the court to the daimyo. Three rounds of three dice each: every choice counts.
- Le Havre1-5 pl.In the port of Le Havre, players build up goods, buildings and ships while feeding their workers. The richest player at the end wins.
- Da ist der Wurm drin2-4 pl.Each child lengthens their earthworm under the board, piece by piece, as a coloured die decides. Betting on the worm that pokes its head out first earns a few precious centimetres.
- Ticket to Ride2-5 pl.Connect cities by placing trains, completing your destination tickets without getting your route blocked.
- The Quacks of Quedlinburg2-4 pl.Everyone draws ingredients from their bag to fill their pot, without too many cherry bombs: past seven, it all explodes. Nine rounds to become the best quack.
- The Castles of Burgundy2-4 pl.Loire Valley princes grow their estates tile by tile, guided by two dice. Five phases of five turns, with points scored throughout the game.
- Castles of Mad King Ludwig1-4 pl.Each player builds an extravagant castle for King Ludwig II of Bavaria, room by room. In turn, a Master Builder sets the prices of the rooms the others buy from them.
- Mansions of Madness1-5 pl.Investigators explore a haunted place in Lovecraft's world, guided by an app that reveals rooms, monsters and puzzles. Cooperative: you win or lose together.
- Tiny Towns1-6 pl.Sixteen squares to build your town: each round, the Master Builder names a resource that everyone must place in their own town, and the right shapes become buildings. Every square left empty costs a point.
- Lost Ruins of Arnak1-4 pl.An expedition to an uncharted island: dig at sites, face their guardians and advance your research towards the temple. Five rounds, then everything you found is scored.
- Life of the Amazonia1-4 pl.Each player builds their own jungle of hexagonal tiles and fills it with animals, trees and aquatic flowers, paid for with tokens drawn from their bag, which grows stronger over the game. Every animal scores in its own way: the art is to place them where they bring out the best in each other.
- Living Forest2-4 pl.As Spirits of Nature, you turn over your guardian animals one by one to act, without hitting three solitary ones. The first to plant 12 different trees, put out 12 fires or gather 12 sacred flowers saves the forest.
- Lords of Waterdeep2-5 pl.Masked lords of the city, you recruit adventurers to complete quests. Eight rounds, then everyone reveals their lord and secret goals.
- Lotto2-30 pl.The village hall classic: mark off the numbers called, shout for a line, then a full house.
- Lucky Numbers1-4 pl.Fill your garden with sixteen numbered clovers, in ascending order along every row and column. The first complete garden wins.
- Marajoara1-4 pl.As museum curators on Marajó island, you make dice jump over one another to capture them: yellow for money, red to display vases, blue to restore a ceramic piece, grey to move along the excavation tracks. Fourteen rounds, not one more.
- Mastermind2 pl.Crack a colour code in ten tries. The codemaker scores as many points as the codebreaker needed attempts.
- Monopoly2-8 pl.Buy, build, bankrupt the others. The counter tracks everyone's wealth when the bank overflows.
- Mysterium2-7 pl.A silent ghost guides the mediums with illustrated dream cards to solve its murder. Cooperative: seven hours to find the culprit, the place and the object.
- Next Station: London1-4 pl.Everyone redraws the London Underground on their own map, one coloured line per round, following the stations revealed by each turn’s card. Districts crossed, Thames crossings, tourist sites and interchanges: everything scores.
- Orleans2-4 pl.In medieval France, you recruit followers and draw them from a bag to carry out your actions. Eighteen rounds to trade, build and rise in society.
- Pandemic2-4 pl.A cooperative game: you win or lose together. The counter tracks the games won.
- Parks1-5 pl.Two hikers each, and a trail that changes every season: move along, gather resources, then trade them for visits to national parks.
- Patchwork2 pl.Stitch patches of fabric onto a nine-by-nine quilt, managing both your buttons and your time.
- Photosynthesis2-4 pl.Grow your forest as the sun circles the board. Light makes trees grow; the tallest, once harvested, score points according to the richness of the soil.
- Potion Explosion2-4 pl.Apprentice wizards take a marble from the dispenser: if marbles of the same colour bump into each other as they roll down, they explode and come along too. The ingredients fill potions, which can be drunk for their effects.
- Puerto Rico3-5 pl.Colonists develop their plantations and town on the island of Puerto Rico. Each turn you pick a role that everyone uses, but whoever picks it gets a privilege.
- Guess Who?2 pl.Each player hides a character; with yes-or-no questions, you flip down faces until you guess your opponent’s.
- Qwirkle2-4 pl.Line up shapes and colours as in Scrabble, but without a single letter to read. Six tiles in a line make a Qwirkle.
- Risk2-6 pl.Conquer the world one territory at a time. The counter keeps track of everyone's territories.
- Root2-6 pl.A forest contested by cats, birds, rebels and a vagabond: each side plays by its own rules. The first to 30 points wins.
- Rummikub2-4 pl.Rummy with tiles, and the freedom to rework every meld on the table. Tiles left over count against you.
- Sagrada1-4 pl.Coloured dice laid like a cathedral's stained glass: never two matching colours or values side by side. Ten rounds, then the window is scored.
- Scrabble2-4 pl.Enter the score of each move. The game ends when the bag is empty and a player has played their last tile: everyone then deducts their remaining tiles, and the player who went out collects them.
- Scythe1-5 pl.An alternate 1920s Europe, mechs in the fields: produce, build, conquer. The game stops dead at a player's sixth star, and popularity multiplies everything.
- Seasons2-4 pl.Three years of tournament between sorcerers: everyone first picks nine power cards, then, season after season, takes one of the rolled dice to gather energies, crystals or cards. Crystals make prestige, and every bonus used is paid for at the end.
- Sheriff of Nottingham3-5 pl.Merchants take their bags past the sheriff, swearing they hold nothing but honest goods. Bluffing, bribes and inspections until the final count.
- Small World2-5 pl.A world too small for everyone: each race conquers, runs out of steam and goes into decline to make way for the next. A fixed number of turns, and victory coins decide.
- Spirit Island1-4 pl.The spirits of an island join forces to drive back invading colonists. Cooperative: you win or lose together.
- Splendor2-4 pl.Acquire mines and workshops to attract nobles. The first to fifteen points triggers the end.
- Splendor Duel2 pl.Splendor's two-player duel. Three ways to win at once: 20 prestige points, 10 crowns, or 10 prestige points in a single colour.
- Takenoko2-4 pl.A gardener grows the bamboo, a panda eats it, and you score by completing objectives that both of them thwart.
- Tapestry1-5 pl.Each player writes the history of a civilisation by advancing on four tracks: exploration, science, technology and military. Buildings fill your capital, tapestries tell the story of your era.
- Terra Mystica2-5 pl.Fourteen factions, each bound to its own terrain: reshape the landscape, build and climb the cults of the four elements. Six rounds, then area and cult scoring.
- Terraforming Mars1-5 pl.Make Mars habitable, then count your terraform rating, awards and cards.
- Tokaido2-5 pl.A journey on foot from Kyoto to Edo, taking your time: landscapes, hot springs, encounters and local delicacies. The traveller furthest behind always moves next.
- Tri-Ominos2-4 pl.Triangular dominoes. Score the value of the tile played, plus bridge and hexagon bonuses.
- Trivial Pursuit2-6 pl.Six wedges to fill, six question categories. The counter tracks the wedges won when you play without pieces.
- Twilight Struggle2 pl.The United States and the USSR clash from 1945 to 1989 to spread their influence across the world. A single victory point marker, which each side pulls towards itself.
- Tzolk’in2-4 pl.A Mayan tribe places its workers on turning gears: the longer they stay, the better the action. Temples, buildings and monuments bring the points.
- Ubongo1-4 pl.Everyone has a board to cover with a few odd-shaped pieces, all at once, before the sand timer runs out. The fastest draw gems, not all of the same worth.
- Viticulture1-6 pl.Take over an estate in Tuscany: plant vines, harvest, make wine and fill orders. As soon as a player reaches 20 points, the current year is the last.
- Welcome To...1-100 pl.Number the houses on three streets of a 1950s neighbourhood, in ascending order, using the effect of the chosen card. Everyone plays at the same time.
- Wingspan1-5 pl.Attract birds to three habitats and chain their powers. Final scoring adds up six sources.
- Wyrmspan1-5 pl.Wingspan's dragon cousin: dig caves, welcome dragons into them and chain their powers. After four rounds, eight sources of points add up.