Four Keyword cards land at random on your four-leaf clover, and each leaf sits between two of them. Write one word on each leaf that ties its pair together — then watch in silence while the rest of the table puts your cards back, the right way round, from your Clues alone. Cooperative: everyone scores together.
Play So Clover! →Two cards face down and a court full of liars. Claim the Duke, the Assassin or the Captain — held or not — and call everyone else’s bluffs; lose both cards and you are exiled. With the Reformation expansion: Loyalists and Reformists, Conversion, Embezzlement and the Inquisitor.
Play Coup →Renaissance gem merchants. Take Diamonds, Sapphires, Emeralds, Rubies and Onyx; buy cards whose bonuses make every later card cheaper; win the Nobles’ visits; first to 15 Prestige ends the round. With the Cities, Trading Posts, Orient and Strongholds of both expansions.
Play Splendor →The Wild West card game. The Sheriff wears the star; the Deputies, the Outlaws and the Renegade hide their roles. Draw, shoot whoever your gun can reach, dodge with a Missed! — and work out who is on whose side.
Play BANG! →The Resistance: Avalon. Loyal Servants of Arthur against the hidden Minions of Mordred: pick Teams, vote in the open, fail Quests in secret — and keep Merlin safe from the Assassin. With everything in the Big Box: Lancelot, the Rogues, Sorcerers, Messengers, Excalibur, Plot cards and more.
Play Avalon →Draft a team of misfits — a Knight, a Rubber Duck, a Yeti — then let your deck fight for the flag all by itself. Seven rounds, someone new each time, and a final. Beach Cup included.
Play Challengers! →Draw two toys or deploy one — but only onto ground you can trace back to your own headquarters. Surround a region to pocket its medals, or march a single troop straight into the enemy H.Q.
Play Toy Battle →Take one card, pass the rest. Build a city, raise a wonder, and keep an eye on the two neighbours you will be buying stone from all game — and fighting at the end of every age.
Play 7 Wonders →Every card has two values — whatever you pick up gets turned upside down. Play sets that beat what's already on the table and empty your hand first.
Play dnup →Co-op: your squad shares one bomb. Everyone's wires are sorted but hidden from their owner's teammates — call the right numbers, cut together, and never, ever touch a red wire.
Play Bomb Busters →Draw three tokens and shape a tiny world — rivers, forests, mountains, villages — then settle the animals whose habitats you've grown before your board fills up.
Play Harmonies →Bid exactly how many tricks you'll win, then sail through ten rounds of pirates, mermaids and cowardly escapes. Nail the bid for glory — miss it and walk the plank.
Play Skull King →Two teams, four secret keywords each. Transmit codes with clues your side understands instantly — and pray the other team can't crack the pattern before you slip.
Play Decrypto →Hold one card, draw one, play one. Deduce what your rivals hold and knock them out — or survive to the showdown with the highest card and win the princess's favour.
Play Love Letter →Draw, discard, and claim tiles to build four sets and a pair. Choose your rules: Hong Kong, Japanese Riichi, or Taiwanese 16-tile. Fill empty seats with bots.
Play Mahjong →