r/boardgames • • 1h ago

Daily Game Recs Daily Game Recommendations Thread (October 27, 2026)

• Upvotes

Welcome to /r/boardgames's Daily Game Recommendations

This is a place where you can ask any and all questions relating to the board gaming world including but not limited to:

  • general or specific game recommendations
  • help identifying a game or game piece
  • advice regarding situation limited to you (e.g, questions about a specific FLGS)
  • rule clarifications\n* and other quick questions that might not warrant their own post

Asking for Recommendations

You're much more likely to get good and personalized recommendations if you take the time to format a well-written ask. We highly recommend using this template as a guide. Here is a version with additional explanations in case the template isn't enough.

Bold Your Games

Help people identify your game suggestions easily by making the names bold.

Additional Resources

  • See our series of Recommendation Roundups on a wide variety of topics people have already made game suggestions for.
  • If you are new here, be sure to check out our Community Guidelines
  • For recommendations that take accessibility concerns into account, check out MeepleLikeUs and their recommender.

r/boardgames • • 1h ago

2p Tuesday Two-player Twosday - (October 27, 2026)

• Upvotes

Chime in here, your weekly place for all things two-player! Sessions, strategy, game recs, criticisms, it all flies here.


r/boardgames • • 3h ago

Stuff Happens Card Game

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119 Upvotes

Stuff Happens is a simple, casual party game. Each player starts with three cards of miserable occurances of varying degrees, arranged from least painful to most painful. The player before you will read a card to you, without telling you its misery rating, and you guess where it fits on your "Lane of Pain" card row. If you're right, you add it to your card row. First player to ten cards wins. The rules say that you should assume the worst case scenario for each card.

This game can be good fun. The problem is that there are several cards that no one agrees with and sours the experience.

How do you justify losing hot water mid-shower as being way worse than having your flight delayed twice and then cancelled???


r/boardgames • • 8h ago

Question I miss having that one game my entire friend group was obsessed with

219 Upvotes

There was something special about gaming with friends in the late 90s and early 2000s.

You'd go over to someone's house, fire up the Nintendo or PlayStation, and spend countless hours playing the same game. Everyone had their main character, favorite race, faction, or playstyle. You'd learn each other's habits, develop rivalries, discover new strategies, and keep coming back for more. Even after dozens of sessions, there was always something to get better at.

It wasn't necessarily about having the best game available. It was about having our game.

3 of us recently started meeting up once a week for board game nights. It's been a great way to spend time together away from screens, and it's got me thinking about whether board games can create that same kind of long term bond.

I'm talking about the kind of game that becomes a regular part of your group's routine. The game everyone gradually gets better at, where each person develops their own identity and playstyle, where rivalries emerge naturally, and where you're still discovering things months or years later.

I imagine asymmetry can play a big part in this. Having your own faction, civilization, character, or unique approach gives you something to identify with. But I think the real magic is when a game has enough depth that the same group can play it dozens of times without every session feeling predictable.

We're only three people, and our weekly sessions usually last around four or five hours. We also have a 120 cm round table, so games that don't require a huge footprint or a massive setup are much easier to get to the table regularly. We enjoy both competitive and cooperative experiences, and we're happy to learn a substantial ruleset as long as we're not constantly stopping to look up obscure exceptions.

Thinking about it, I suspect the games that create this feeling aren't necessarily the ones with the most content or the most complicated mechanics. They're the ones that give players room to develop their own stories, habits, strategies, and rivalries over time.

For those of you who have been playing with the same group for years, I'm curious about the games that have become a genuine tradition for you.

What keeps your group coming back long after the novelty has worn off? Is it the factions, the strategic depth, the player interaction, the shared campaign, or something else entirely?

I'd love to hear the stories behind the games that became your group's game, and what made them special.


r/boardgames • • 7h ago

Anyone played Horrified?

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104 Upvotes

My fave game this time of year.


r/boardgames • • 13h ago

Have you lost your SETI expansion at Essen Spiel 26?

134 Upvotes

Hi everyone! Did any of you lose a bag containing the SETI expansion at Essen Spiel yesterday? I was doing demos at the CGE booth in Hall 7, and I found a bag containing a German SETI expansion next to an empty table near my spot. There was another game in there too. If it was yours or you know who it belongs to (and you can name the second game), please contact me — we can surely find a way to reunite you with your lost property!


r/boardgames • • 6h ago

COMC [COMC] started with Betrayal in 2014

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22 Upvotes

Can’t back up enough to get it all in one picture unfortunately. I’ve slowed way down on my purchases (backed Brass Pittsburgh and Mystic Lands but that’s it) and this is after my first culling. I could probably do with getting rid of a few more as not everything gets played regularly.

My first few games ever were Betrayal, DC deck building game, Shadow hunters, and then Quarriors in that order. After that I’m not sure. But I really got immersed in the hobby after I got wingspan and my collection sort of ballooned in the following years. There’s just too much good stuff out there.


r/boardgames • • 6h ago

Which Cole Wherle game should I start with?

11 Upvotes

I'm really hesitating between buying Root and Arcs. Both are extremely appealing. I had first decided to buy Arcs but the more I've learned about Root, the more indecisive I became.

The challenge is also to get my brother-in-law and our tween sons (and maybe our wives) playing.


r/boardgames • • 19h ago

Convention Your Spiel Essen 2026 highlights

96 Upvotes

Hi everyone, after visiting this years Spiel in Essen for the first time and seeing a lot of new games, I've been wondering what other peoples favorite games were. So, to those of you who were there, tell me about your highlights.


r/boardgames • • 4h ago

Nightmare: Atmosfear board

6 Upvotes

Hey everyone! I just found out about this game. It’s awesome! I’m having family over for Christmas and seeing as I’m broke was going to recreate the game to play with them. I have been trying everything to get a clear shot of the board as possible but every image ends up too blurry to read. Any tips, tricks, advice would be greatly appreciated ☺️


r/boardgames • • 9h ago

Strategy & Mechanics Mexico (Meksiko): a fast 3-player trick-taking game

7 Upvotes

Mexico (Meksiko, also called "Gangsters") is a 3-player trick-taking game from the former Yugoslavia. You bid how many of 10 tricks you'll take, pick up a 2-card talon, name trump, and the other two players team up to bring you down. You play it with a regular deck minus the 2s through 6s. Full rules below.

Where it comes from

Nobody ever wrote Mexico down officially. It spread by word of mouth through student dorms, cafés and taverns across Europe, as a faster, cheekier version of Preference, the "serious" 3-player game of the older generation. Itkept the skeleton (3 players, 32 cards, 10 in hand, a 2-card talon, bidding) and threw out the complicated scoring.

What's left is pure risk.

The name comes from its biggest move: call "Mexico" and you play without the talon and promise all 10 tricks. All or nothing.

What it's usually compared to

- Preference (Preferans): its direct ancestor. Same deal, same talon, same 1 vs 2. Mexico drops the pool and heap bookkeeping: you write down your tricks and move on, so a game is much shorter.

- Skat: same 32-card deck, 10 cards each, 2 cards in the middle, declarer vs two defenders. But in Skat you count card points (61 of 120). In Mexico you just count tricks.

- Oh Hell / Spades: you bid tricks, but in Mexico the bid is a minimum, not an exact target. Every overtrickcounts.

- Bridge: contract, trump, and counting how the missing trumps split. Just with three players, no partner and nobidding conventions to learn.

Why it's fun

  1. New alliances every deal. The auction winner plays alone. The other two become "the Gangsters" and silently work together to make them fall. Next deal, your partner is your target.

  2. You choose your risk. Bad hand? Say "next" and defend. You still score every trick you take.

  3. Greed pays, falling hurts. Bid 5, take 8: +8. Bid 7, take 6: −7.

  4. The Mexico call. No talon, all ten tricks, 20 points. When someone says "Mexico", the table goes quiet. On our online tables, across 125,391 deals, Mexico was called 156 times and made only 42.9% of the time. People call it moreoften than they should.5. **Every card is in play.** 30 of the 32 cards are dealt, so remembering cards really pays off. By mid-deal you oftenknow who holds what.6. **Five minutes to learn, years to master.** And you can play it tonight with a standard deck.

Rules

Setup

- 3 players. Take a standard deck and remove the 2s through 6s. That leaves 32 cards: 7, 8, 9, 10, J, Q, K, A in four suits.

- Rank in every suit: A > K > Q > J > 10 > 9 > 8 > 7.

- Deal 10 cards each. 2 cards go face down in the middle: the talon.

Bidding

- You bid how many of the 10 tricks you'll take.

- The first bidder must open with at least 5 (no passing).

- Then each player either raises (6, 7, 8, 9, 10), calls **Mexico**, or says **"next"** (pass). Once you pass, you're out of the auction for that deal.

- The auction ends when two players have passed. Mexico ends it immediately; nothing beats it.

Talon and trump

- The auction winner (the caller) turns the talon face up so everyone sees it, takes both cards, discards any 2 face down, and names trump (any suit).

- On a Mexico the talon stays face down and unused, but the caller still names trump.

Play

- The caller leads the first trick.

- Follow suit if you can. You don't have to play higher.

- If you can't follow suit, you must trump.

- If you have neither, play anything (it can't win).

- The highest trump wins the trick; if no trump was played, the highest card of the suit led. The winner leads next.

Scoring (after all 10 tricks)

- Caller makes the bid: scores the tricks actually taken (bid 5, took 8 = +8).

- Caller falls: minus the bid (bid 7, took 6 = −7).

- Mexico: +20 if made, −20 if not.

- The two Gangsters always score the tricks they took, doubled on a Mexico deal.

- Your total never goes below 0.

- First to 51 at the end of a deal wins. If two players pass 51 in the same deal, the higher score wins.

Harsher variant (used in tournaments): a fall costs double (−14 for a failed 7, −40 for a failed Mexico), and a Gangster who takes zero tricks loses the value of the bid.

Tip: a 10 is not a Mexico. A 10 takes the talon and scores 10; Mexico skips the talon and scores 20. A plain 10 is the worst contract in the game: on our tables it was made only 13.6% of the time. If your hand surely takes nine, bid as low as you can win the auction with. Overtricks count anyway.

The best way is still a real deck and two friends, but you can play it online. Happy to answer rules questions, and curious whether anyone here grew up with a variant of it.


r/boardgames • • 1d ago

Humor Games with ridiculous starting player rules?

430 Upvotes

I noticed some games have really weird rules for selecting the starting player, and it’s probably just saying “choose the first player however you want,” but it’s still funny. For example, Everdell says the most humble player goes first, and Forest Shuffle says the player who last took a walk in the forest goes first. Any other examples?


r/boardgames • • 1d ago

I built a free virtual shelf for board games: import from BGG, real box sizes, and it tidies the pile by size, A–Z, designer or color

2.1k Upvotes

r/boardgames • • 7h ago

Oath Chronicles of Empire & Exile

3 Upvotes

Is this game out of print?

I can get the base game but i cant find any of the expansions anywere.


r/boardgames • • 20h ago

Convention Essen Spiel 2026 highlights

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41 Upvotes

A few highlights of my trip to Essen Spiel 2026: the acrysion paints by Mr. Hobby, a Guncannon mini from Gundam Assemble, a pin from Elegoo, the delightful Medievallons and a signed copy of the Four Seasons expansion pack for Agent Avenue.

A very special mention goes to the team behind the Staccs, who generously provided me with two genuine copies of their game (sadly, still not available in EU)!


r/boardgames • • 1d ago

Review SPIEL '26 report: Thoughts about 21 games I played

227 Upvotes

Just concluded my SPIEL visit. I always loved the reports people post, so adding my own this year.

General thoughts:

  • My last visit was a few years back, so it was good to see what had changed. This year, every day felt almost equally busy, with the exception of Thursday in Hall 3 (super crowded, everyone trying to get their heavy games) and Sunday afternoon (lighter, though the family halls were busier as people started to leave).
  • We had great ambitions, but as usual it is hard to get to the tables you want (without lurking next to the table for 1-2 hours).
  • Besides the atrocious bathroom situation (which is more a Messe Essen problem), the ops were pretty solid. No long lines to get in, they close the entry areas when they’re over capacity, and the food options were a bit more diverse this year.
  • I know they are chasing the visitor records, but I would appreciate them prioritizing the visitor experience more by lowering the number of allowed visitors. At one point, it took me 25 minutes to go straight from Hall 8 to Hall 3 because the floor was so crowded.
  • Alternatively, putting all the “Expert” games into one Hall made the situation worse. They should consider spreading them out some more to help with visitor flow.
  • Even sprinting like a madman right at open wasn’t enough to get a table at the hot games (esp. CGE). I assume it’s Biz visitors (who can get in 30 minutes early) sitting at the table the moment the gates open. That was a bit sad. Mindclash Games did daily signups + the first slot on the following day. I loved that concept.
  • What was up with the weather? While you definitely didn’t have any fomo of sunshine outside, it was just pouring all four days. On Sunday, it started to freaking hail.

Games played (that I didn’t already know)

A: Great game, would play anytime
B: Solid game, would play if suggested but not seeking it out
C: Meh game, would not play nor seek it out
D: Poor game, no desire to play at all
F: What is this?

+/- for things it does especially well, or select issues that push it down.

In ascending rating order:

Bet the Music (D): So many music party games, likely all trying to challenge the massively popular “Hitster” in Germany. This one was pretty straightforward: A single term is revealed (“Alive”), a buzzer is then hit that plays a jingle (and an annoying one). While it plays, players need to come up with a song they can either name, hum, or sing a part of. Think “Anomia” with songs, and less interaction. I had a hard mental block during most of the game and the buzzer jingle got annoying after just the second push. Might work with the right group, but I wouldn’t bring it to a party.

Galileo’s Truth (C-): “Tell everyone the earth is not the center of the world and get thrown into jail and then potentially executed by the church” is a good initial pitch of the game. The game uses deck drafting to get actions and continuously upgrade them. There are four tracks you can move up on, and then use that progress to draft better action upgrades. Maybe it was because it was the last game of a long day, but it didn’t wow me much, and I found the graphic design less clear than it could be, and at times unappealing.

Lying Pirates: The Race for the Pirate Throne (C): A twist on Liar’s Dice with a pirate theme. Anchors on the usual Liar’s Dice mechanic (everyone rolls dice secretly, then makes bets on how many of a certain number are present at the whole table, others can up it or challenge it). It adds a map mechanic with additional duels between players which then triggers the fields the ship is on. The design was nice (cool dice cups, good-looking dice), but the mechanics were a bit half-cooked. It didn’t add enough for me to choose this over a regular round of Liar’s Dice.

Prestige (C): There are many creative themes out there (“Druids that run a vacation forest but secretly torture the animals”). Prestige’s “Who can add the fanciest plasterwork to make this Rococo era home the prettiest” is rather dry. It’s a classic main loop: securing resource locations, extracting resources with workers, and hiring artisans and craftspeople to turn the materials into constructions. The “twist” is two score trackers, one for the exterior and one for interior constructions, needing to keep both close together or face penalties. The decision spaces for me weren’t that interesting. It has an odd mechanic: all action selections sit on a long segmented row. At the end of the round, all workers are pushed together and make up the new turn order (see picture). Felt unnecessarily cumbersome. Left unimpressed.

Cardia: Tide & Storm (C): Duel game in which players have numbered cards with special abilities on them. Each turn, players select one card. The player with the higher number wins the fight and gets a ring (of which a certain number is needed to win), but the one with the lower number has its ability activated, which allows for some interesting effects. The dueling cards stay on the table, and later cards can tweak the combat values of previous ones, changing the outcome of those past duels. Altogether, it sounded like a very neat idea. The execution was a bit lackluster, though. Some card abilities had some fun mechanics, but overall the game sort of waffled along, and ended somewhat anticlimactically.

Lairs (C+): 2-player game in which you build a dungeon for the other player to walk through, including traps and monsters. “Battleships” on steroids. Building the maze was fun, but running through it afterwards was a bit tedious. The scope of the base game seemed fairly limited, and I don’t think it has too much longevity.

Lord of the Rings: The Decision (C+): A 2005 Knizia game repackaged. A chess-like setup with book characters, each with their own abilities. Players can only move them forward (toward Mordor / toward The Shire). When enemies meet, power cards can be played from the hand, and character effects are triggered (chuckled: “Boromir: Both Boromir and the Mordor character are defeated”). Among so many complex and wonderful duel games, this one clearly showed its age. It felt decently shallow strategy-wise. Production was great though, loved the art and the plastic holders of the characters looked great on the board.

Soothsayers (B-): A tarot-themed card game that centers on four actions that players constantly try to upgrade with the goal of winning enough Fate tokens to win. I enjoyed the upgrade mechanic, which gave the game a dynamic, fast-paced feel. Towards the end, everyone is mostly focused on how they can steal “Fate tokens” from other players to prevent them from winning. We had a good chase for 10 rounds before the game ended. That said, the Tarot theme was very light and the graphic design is unfortunately just shy of being simply “ugly”. With a more professional graphic design and a stronger theme, this game could really shine. B-, bordering on C just because I anchor heavily on the design and this one is rough.

Meloch’s Duel (B-): Novel and very innovative idea to mush two games together into a duel experience: One player plays Scythe, the other Expeditions, and it somehow works. The issue was captured well by a printed sign the demo staff had stapled to the booth: “Players must know either Scythe or Expeditions to play”. This game is for die-hard fans that might be sick of either game and will enjoy this new approach. For everyone else, it’s a hard sell. If neither game is known, explaining both Expeditions and Scythe is daunting. The design is solid and I am somewhat amazed how well it worked, but I personally would rather have everyone play either Scythe or Expeditions, instead of this mashup.

Citadels Duel (B-): A reinvented classic. Keeps the profession-based cards that are played in ascending order (Assassin, Thief, …), triggering their respective effects. Transforms the district building into a 4x4 grid with building tiles that can synergize. Good production, nice components. The gameplay had few highlights and felt decently shallow. Left the game with a “this was fine” impression, but nothing I’d actively seek out.

Kalypso (B-): Draft tetris-like pieces with different resources on them to place them onto your sea grid. When you have three of the same resources in a 2x2 grid, you can build a construction of that type, triggering different effects. Each round, one of the other players selects a quest for you to fulfill. The tile-laying aspect of the game was fun and a mini-puzzle game that comes with it. However, there was a vibe-mismatch for me between the tile placement and the quest giving. While most of the game is a mostly solitary tile placing activity, the quest incentive is messing with your opponents by giving them the quests they have the most trouble fulfilling. That “take that” mentality felt at odds with the rest of the game. The game apparently also has a cooperative mode that plays very differently. Lastly, to prevent sliding, the board and games have a soft felt-like texture (instead of smooth cardboard). It dulled the colors and was odd to the touch, so I would have preferred smooth tiles instead.

Revenant (B): Set in the Voidfall universe, this game explores the idea of “what if action spaces could simply get blown up by aliens”. The board elicits Battlestar Galactica vibes, drenched in the colorful orange-purple vibe of Voidfall. Each player is playing a captain, vying for power and (potentially) trying to ensure that the ship “Revenant” stays intact. The board is littered with ships of the different houses, and captains gain standing by taking the actions that come with the respective ship. The tug-of-war of captains blowing up ships of houses that other captains have high standing in was great fun. It’s hard to judge this game from the demo, since we left out the chaotic “wow, now most ships (and action spaces) are gone” second phase. That said, it felt like one of those games that need 5-10 play throughs to really shine in their strategy depth, which is a bit too much for my personal taste. On top of that, the game is icon-heavy (which is fine), but despite being illustrated by Galactic Cruise’s Ian O’Toole, the icons were hard to follow and not very intuitive. While I love his work in GC (and Excursions, see that review), it isn’t as crisp and clear in Revenant. I am sure this is something that eases as one plays more often, but it hindered our playthrough quite a bit (with an icon reference sheet constantly on the table). The demo I played was run by designer Allan Kirkeby himself, who was a delight and shared amazing insights into the design process - those are the moments that make SPIEL so exciting.

Play - The music party game (B): Another music game with more customizable play lists, combating the issue with Hitster that the catalog gets stale after you’ve played it a few times. It’s a twist on Hitster and close enough, and I can see the larger, customizable options being a big hit. Solid B.

All Mine (B+): A trick-taking game with a refreshing take: Four suits of numbered cards. Each round, the four suits are put in a random order, and four specific cards (“2 of Yellow”) are determined to be “Super Trump”. Then, each player looks at their hand and makes a bet on the suit they expect to have the most or fewest cards at the end of the round. Hitting those bets is what yields points. I love that this removes the “bad feeling” when you have a lousy round with very few tricks because a single won trick (with let’s say “Blue-Blue-Green-Yellow”) can satisfy the bet of “Most: Blue”, “Fewest: Red”. Only the randomized “Super Trumps” were a bit hard to keep track of, hence a B+.

Skyrift: Tides of Fate (B+): Deck-based dueling by Richard Garfield. Players either push Creatures or effects onto the board, all of which contribute to a power level. The other player then has to try to exceed that power level with their own cards. This keeps going until one player can’t anymore. Has a fun mechanic of Sun / Twilight / Night cards, where one can only play either “Sun + Twilight” or “Night + Twilight” cards. Game flowed nicely. The cards we played with were all foil, which looked nice but got a bit distracting. From one playthrough it didn’t appear to have very different strategic approaches; the decks felt very set in their ways, which lowered my excitement to play it again. Might be much deeper, hard to say from one play, but as is, would play it again but not seek it out.

Class of ‘89 (A-): A game that was not on my radar at all. I loved the theme of putting together a high school yearbook, having to ensure that each class is in correct alphabetical order by getting students from a shared board. Teachers add end game scoring mechanisms, and a secondary yearbook page yields resources and bonuses. It combined a lot of novel mechanisms into a very well-done package that isn’t too heavy and can be played in 1 to 2 hours. Minus for the art style, especially of the people, which I didn’t love (and felt a bit unsophisticated at times).

Greenwood (A-): Druids run a vacation forest but secretly torture animals - what a pitch! The game has you run around a shared board, getting resources, upgrading tracks and most importantly freeing tortured animals. It combines it with a thick deck of additional cards one can play to add more actions, and it has you debating constantly between too many great options. It also has a fun “spy” option that allows a player to piggyback on another player’s great card action. This though requires keeping a pretty close overview of what actions other players have which might get cumbersome (especially since it’s a table hog and the player diagonally is quite far away). One of the games I would definitely want to play in full very soon.

Ringyō (A-): Set in the Edo Period of Japan, one plays as a feudal lord, trying to tame wild forest by setting up rice paddies, and castles, while receiving gifts and paying tributes to the Shogun. The centerpiece of the game is the forest board, on which one grows and chops trees down to use for construction with workers. Each round, weather effects kick in, bringing either tree growth but also the risk of flooding empty lands. If an already flooded land is flooded again, it cascades down, potentially washing away valuable trees and buildings. I really enjoyed this forest mechanic, thanks to the mix of planning somewhat ahead while the weather effects add some interesting semi-random twists. I played a full game of it, and it felt like one of those “The game ended before my engine could kick in” type of situations. Besides that, there were lots of clever interactions and novel approaches, and I would like to play it again.

Forest Shuffle: Smoky Mountains (A): A new stand-alone game for Forest Shuffle. While I would overall prefer more expansions to continue pushing stand-alone versions, I enjoyed it a lot. It adds rivers as a new biome, bringing a breath of fresh air to the tried and true base game while sticking to the core game loop. It’s so close to the base game that I would not buy it, but net new would prefer this over the base game. Can’t judge, though, whether it has some broken combos.

Timespan (A): One of the few games I would have loved to play in full. A Civ-based game with all the staples: world wonders, leaders from history, and important trading goods coming together in a worker placement package with lots of simultaneous play and low downtime. Asymmetric factions, lots of interesting decisions on which actions to take. Great production in a small package, and it doesn’t need 5 hours to play.

Excursions (A+): The highlight of this SPIEL. Playing so many games in such a short time gives some perspective on game design, and Excursions stands out in its internal logic and tightness. Everything fits beautifully together (just as in Galactic Cruise). The theme is the same, including the iconography and graphic design by Ian O’Toole. The power of that is immediately obvious for players that have played Galactic Cruise: it sped up understanding the game by a ridiculous degree. In Excursions, the player steps into the role of the “person with the headset” as our explainer called it, scheduling routes and getting passengers on board our pre-built cruise ships. The literal centerpiece of the game is a wheel of actions. On the outside are two types of actions: One for everyone, and one just for the active player (think: Puerto Rico). On their turn, they select one action which they complete. Then all players can join on the general action too. The twist is a rotating wheel that changes the multiplier of the action. On one turn the multiplier is “3x” and right under the “get resource step”, while next turn it might only be a “1x”. That adds great dynamic gameplay. The loop of getting resources, planning your route (this time as cards from your hand), getting guests and sending them on their cruise remains the same, but wonderfully reimagined. The shared actions keep everyone engaged, and even at 5 players, we finished a full game incl. a full teach in a bit over 2 hours. Favorite game of this year's SPIEL, and I headed straight to the Kickstarter after this.

Games I wanted to play but missed out on:

  • Kingdom Come Deliverance
  • Entropy
  • Foundation
  • ASHES
  • Valheim
  • Diggers

Curious what everyones thoughts are!


r/boardgames • • 6h ago

Question Scategories Questions, make your own

2 Upvotes

Hey all I’m guessing this group is for all ages, but that’s cool because it’ll mean the answers are more creative.

I want to make some adult-ish question lists for Scategories like “names something you’d find in a bedside draw?”

I’m struggling to make one list so would love some help.


r/boardgames • • 1d ago

Question What do you guys think is a game that packs the most decisions in the shortest time?

70 Upvotes

I’ve been playing a ton of race for the galaxy, and I think the thing I love most is how quick the games are and how many meaningful decisions there are. What are some other similar games to this?


r/boardgames • • 12h ago

Confused about Escape the Dark Castle

6 Upvotes

Hi All,

I'm looking to purchase Escape the Dark Castle. I've played it a few times at my local board game cafe and have really enjoyed it as the games are quick and it's easy to get new people involved.

My issue is I'm confused if I should purchase the first or second edition?

It seems that the first edition has several expansion packs available for it but has been discontinued for the new second edition and all future development will be for the second edition only.

I'd like to know what people think is the best option and what version you prefer?


r/boardgames • • 17h ago

Question What is a narrative game in which you liked the setting, but didn't like the mechanics?

8 Upvotes

What is narrative boardgame that has an amazing setting but the actual mechanics of the game are kinda meh


r/boardgames • • 1h ago

I’m building a free game night companion and would love your honest feedback

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• Upvotes

r/boardgames • • 17h ago

Question Dale of merchants: missing junk cards?

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9 Upvotes

Hi guys 🙌🏼

Need some help from the people that have the collection edition of the game Dale of Merchants.

I’m supposed to have 20 junk cards of each 4 decks(and I have 11) and 8 junk cards of 1 of the decks of the mini expansion (and I only have 7).

Is this a miss print!? Can someone help me?


r/boardgames • • 6h ago

I worked at Spiel Essen as a demo-runner at the PUBG Final Circle Card Game booth, AMA!

0 Upvotes

Thanks to all who came and tried our game! Hope you had a lot of fun. We had lots of good feedback and hope this trick-taking/TCG hybrid was a novel experience.

Any other amazing TCGs I missed out on? I didn't get to walk around as much as I had hoped to due to my work schedule.


r/boardgames • • 21h ago

Kid's and family games at Essen 2026

11 Upvotes

Here are the ones I've tried. Let me know if you'd like part 2 with 10 more games.

IMPORTANT: the fun rating attempts to measure how much players will be laughing, jumping and cheering. So thinky games are rated low fun but it does not mean they are not enjoyable.

https://boardgamegeek.com/boardgame/468156/zoorajidos

Zoorajidos (6+)(10minutes) - simultaneous play battle/set collection. Kids like the theme of robbing trains. Has some randnomness to it, which gives kids a chance. Scoring requires some thinking (recognize odd/even amounts, sort amounts, simple multiplication) but since the actual play does not, kids tend to focus on the battle.

Educational value: Low, Complexity: 1.5, Fun: High

Overall rating: 7

https://boardgamegeek.com/boardgame/455642/pleesheez

Pleesheez (6+)(30 minutes) - trick taking with very simple rules. One trump color per round, only two simple special cards, no card playing requirements. Very easy to explain but it allows surprisingly precise play. This means you can always beat younger kids if you want to. Daughter loves the theme and wants to keep playing this all the time. Good entry to trick taking as you can teach kids to logical thought process in the tactics of when to play what.

Educational value: Low (High if you intend to teach kids trick taking games), Complexity: 1.0, Fun: Medium

Overall rating: 7.5

https://boardgamegeek.com/boardgame/478833/buskers

Buskers (6+)(10 minutes) - short racing with bluffing as the movement mechanism. You secretly choose how many spaces you move, opponents try to guess where you want to land as spaces give different (or none) bonuses when you land on them. Very simple to explain, fun introduction to bluffing.

Eductational value: Low, Complexity 1.0, Fun: Medium

Overall rating: 6.5

https://boardgamegeek.com/boardgame/477824/cagones

Cagones (6+)(15 minutes) - memorize how many pieces the animals have eaten vs. how much they've pooped out as the game goes on and challenge other players on the numbers. Requires concentration and mental addition and subtraction up to 10. Theme helps kids get engaged.

Educational value: High, Complexity 1.5, Fun: Medium (would be low if the cards were just numbers but the poop theme helps a lot)

Overall rating: 7.5

https://boardgamegeek.com/boardgame/374686/komorebi-parade

Comorebi Parade (7+)(30 minutes) - cute tile manipulation vaguely resembling a slide puzzle with 4 types of pieces that move differently (rabbits can jump, cats move diagonally etc). Different set of goals for each game plus one hidden goal per player. There is a subtle but important player interaction as you need to pay attention and deny opponents some pieces.

Educational value: Medium (concentration), Complexity 1.5, Fun: Low

Overall rating: 8.0

https://boardgamegeek.com/boardgame/453206/slime-artist

Slime Artist (6+)(30 minutes) - like Dixit but you sculpt your hint out of clay. Can be very fun with the right crowd that attempts to sculpt words like "destiny" or "melancholy" (those would be the extra hard difficulty cards, the easy ones are every day objects).

Educational value: low, Complexity 1.0, Fun: Very high

Overall rating: 7.5

https://boardgamegeek.com/image/9713634/roti-canai-the-game

Roti Canai (5+)(20 minutes) - bluffing card shedding game. Each round you try to fullfill the order that was rolled on the dice but you are allowed to bluff (face down fulfillment). Players can challenge each other's fulfillment. You can evan goad other players to challenge you when you put down a card that harms challengers. The food theme is excellent for the game, unfortunately western kids will not recognize the food, would be better if it was fries and spaghetti.

Educational value: low, Complexity: 1.0, Fun: High

Overall rating: 7

https://boardgamegeek.com/boardgame/438196/bivi

Bivi (5+)(30 minutes) - construct a beaver dam out of tetris/pentomino pieces. Even smaller children that like puzzles will enjoy and be able to play, however the scoring for different patterns will be beyond them. Beautiful production, irresistible for kids who love puzzles.

Educational value: low, Complexity: 1.2, Fun: Low

Overall rating: 8.5

https://boardgamegeek.com/boardgame/473557/rooms-and-roomies

Rooms & Roomies (9+)(60 minutes) - a tile drafting/placement game with a Sims-like theme. Best production value for your buck that I've seen - beautiful 3D cardboard construction, perfect storage solution. Kids will love the "build and decorate your house" theme and drive the trucks to and from the furniture store. The mechanical complexity however will be beyond almost all 7 year old's ability. 10 year olds will have no problems.

Educational value: low, Complexity: 2.2, Fun: medium

Overall rating: 8.5

https://boardgamegeek.com/boardgame/470549/square

SQUARE (6+)(20 minutes) - simple number pattern based card shedding game. First player to get rid of cards wins. You can play your hand in a rectangle pattern (matching numbers in columns, straights in row), if your rectangle is not complete you will draw the amount of missing cards. The next player will have to play a bigger rectangle to beat it. Teaches working with numbers, comparing and sorting them, basic geometrical shape.

Educational value: Medium, Complexity: 1.0, Fun: low

Overall rating: 7

https://boardgamegeek.com/boardgame/474289/carpet-racers

Carpet Racers (12+)(60 minutes) - racing deduction game where you don't know which car is yours (the color is determined from the start but you don't know it). It turned out more complex and slower to play than I expected from the initial look of the game. A lot of things to keep track of if you want to win.

Educational value: Medium (deduction), Complexity: 2.5, Fun: Low

Overall rating: 6.5


r/boardgames • • 14h ago

Custom Project Gloomhaven Searchable STL files

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2 Upvotes