Library
All games
30 editorial picks. Sorted by name.
Medium
7 Wonders Duel
The two-player version that's actually better than the original. Tense, every choice matters.
Light
Arboretum
Arrange tree-card paths. Tense hand-management for two, lighter at four.
Light
Azul
Pattern-laying tile game. Looks beautiful on the table. Teaches in five minutes.
Medium
Calico
Quilt-pattern puzzle. Solo plays beautifully. Adorable, harder than it looks.
Light
Camel Up
Bet on racing camels. Riotous, light, plays loud. The party-night pick.
Medium
Catan
The trade-and-build classic. Five expansions deep if anyone catches the bug.
Light
Codenames
Word-association party game. Plays with grandparents, college kids, anyone in between.
Light
Dixit
Surreal-art storytelling game. Cross-generational. Hits in mixed groups.
Light
Forbidden Island
The cooperative gateway. Cheaper, simpler Pandemic. Plays with 8-year-olds.
Heavy
Gloomhaven: Jaws of the Lion
The best campaign-game starter. Self-contained Gloomhaven with built-in tutorial.
Light
Hanabi
You see everyone's cards but yours. Pure cooperative reasoning. Tiny box.
Light
Horrified: Universal Monsters
Cooperative monster-hunting. Dracula, Frankenstein, the Mummy. Plays family-friendly.
Light
Just One
Cooperative party game. Give one-word clues. Sets up in 30 seconds.
Light
Klask
Magnetic two-player tabletop game. Reflex-based, no rules to read, addictive.
Light
Lost Cities
Two-player card game by the designer of Catan. Travels well. Plays clean.
Light
Lost Cities: Roll & Write
Solo-and-coop dice version. Pencil-and-paper, no shuffle, fits a backpack.
Medium
Obsession
Run a Victorian estate. Hire staff, host events. Underrated and beautiful.
Medium
Pandemic
Cooperative classic. Save the world together. The game that converts non-gamers.
Light
Patchwork
Two-player tetris-quilt. Tense, quick, looks great on a coffee table.
Light
Point Salad
Drafting card game with vegetables. Plays in 30, teaches in 3. Surprisingly deep.
Heavy
Root
Asymmetric forest war game. Each faction plays completely differently. Deep.
Light
Sky Team
Two-player cooperative airplane-landing dice game. Tense, beautiful, 20 minutes.
Heavy
Spirit Island
Reverse-colonialism cooperative. The thinky version of Pandemic. Endless replayability.
Light
Splendor
Gem-trading engine builder. Plays in 30 minutes, scales clean from 2 to 4.
Heavy
Terraforming Mars
Engine-building Mars colonization. Hundreds of cards, a million strategies.
Light
The Crew: Mission Deep Sea
Cooperative trick-taking. 96 missions of escalating difficulty. Plays anywhere.
Medium
The Quacks of Quedlinburg
Push-your-luck bag-builder. Tense, joyful, scales clean to four.
Light
Ticket to Ride
Train routes across America. Five minutes to learn, plays for years.
Light
Wavelength
Team-based concept-guessing. Lights up mixed-age tables. Endlessly replayable.
Medium
Wingspan
Birds, engine-building, exquisite art. Plays light enough for casual nights, deep enough for repeat play.