Watch or play solo — no account needed
Form sets and runs to go out first! Draw from the deck or discard pile, lay down melds, and discard. Lowest deadwood score wins across rounds.
A classic trick-taking game — avoid taking hearts and the Queen of Spades! Pass cards each round, play tricks, and try to have the lowest score. Or go for the moon!
Match the top card by suit or rank — or play an 8 to change the suit! Draw if you can't play. First to empty their hand wins!
Ask opponents for cards to make books of four! If they don't have it — Go Fish! Collect the most books to win.
Bid how many tricks you'll win each round — but the dealer can't make the bids add up! Win exactly your bid to score big. Changing hand sizes keep it fresh!
Play higher cards to beat the pile. Play singles, pairs, or triples — but you must match the count. First to empty their hand becomes President!
Play cards face-down and declare their rank — but you can lie! Other players can call "Cheat!" to catch bluffers. First to empty their hand wins!
Like Crazy Eights, but Aces are wild! Keep drawing until you can play. First to go out scores everyone else's remaining cards. Aces = 20, face cards = 10. First to 100 loses a life — 3 lives each!
A fast card game where you try to get the highest sum in a single suit. Ace is 11, 31 wins instantly, and three of a kind never loses. Players have 3 lives — last one standing wins!
Play your cards onto the table by building up and down from 7s. The first player to get rid of all their cards wins! If you can play, you must — no holding back!
A card-row game inspired by 6 Nimmt! Play cards into 4 rows — but the 6th card means you take the row! Dodge bull heads and aim for the lowest score. If you enjoy this, buy 6 Nimmt!
A Nepalese card game — dispose cards and draw to get the lowest hand possible. Call Dumbal when you have 5 points or less, but beware the 20-point penalty if someone else is lower!
Empty your hand, then your face-up cards, then play blind from your face-down row. 2s reset, 7s force low, 8s skip, 10s burn the pile. Last player with cards is the Sh*thead!
A 16-card game of deduction and luck. Get a love letter to the Princess: play 1 of your 2 cards, resolve its effect, and outlast or outrank everyone else. First to 4 favours wins!
A bluffing game of hidden roles. Claim characters to take actions — but lie at your peril! Challenge claims, block actions, and outlast everyone. Last player with influence wins.
A push-your-luck card game. Take the revealed card or pay 1 chip to pass it on. Runs of consecutive cards count only their lowest. Lowest score wins!
A bluffing card game. Place roses (or one fatal skull) face-down, then bid how many roses you can flip without hitting a skull. First to 2 successful challenges wins!
A simultaneous-draft card game. Pick a card, pass the rest. Build sushi sets across 3 rounds — most points wins!
The casino classic — beat the dealer to 21 without busting. Naturals pay 3:2. Play 5 rounds; highest chip count wins!
A 3-player twist on the classic peg-counting card game. Score 15s, pairs, runs, and the famous "his nobs" — first to 61 pegs wins!
The world's most-played poker variant. Two hole cards, five community cards, four betting rounds. Last chip-stack standing wins the tournament.
Classic 4-player partnership trick-taking. Bid your tricks, then play to make them. Spades trump; nil bids score big or sting hard. First team to 200 wins.
Roll five dice up to three times per turn and fill in your scorecard. Go for straights, full houses, or five of a kind! Highest total score wins.
Bluff and bid on hidden dice! Each round, raise the bid or call the bluff. Guess wrong and you lose a die. Last player with dice wins!
A push-your-luck dice game! Roll six dice and set aside scoring combos. Keep rolling for more points — but Zilch and you lose it all!
A roll-and-write dice game. Cross numbers off four colored rows. Skip too far and you waste your row. Game ends when 2 rows lock or someone hits 4 penalties.
Push-your-luck monster brawl. Roll 6 dice up to 3 times: heal, charge energy, score VP, or smash the monster holding Tokyo. First to 20 VP or last monster standing wins.
A dice push-your-luck race. Roll 4 dice, pair them into column sums, advance your runners up the peaks. Stop to lock progress — but bust and you lose it all. First to claim 3 peaks wins!
Build out three neighborhoods at the same time. Each round, pick one of three number+action cards, write the number into a plot (numbers must climb left-to-right), and apply the action. First to 3 refusals — or all city plans claimed — ends the game.
A constraint-puzzle dice drafting game. Each round, draft dice from a shared pool and place them onto your stained-glass window — match cell restrictions, no same color or value adjacent. Score across 10 rounds for the highest pattern bonus.
A classic race game — roll a 6 to enter the board, race your 4 tokens around the track, and knock opponents back to start. First to get all tokens home wins!
A multiplayer naval warfare game — your fleet is placed randomly, take turns firing at opponents' grids. Sink all enemy ships to be the last fleet standing!
Take turns drawing lines between dots. Complete a box to claim it and go again! The player with the most boxes at the end wins. Simple to learn, tricky to master!
Place tiles to build paths across the board. Follow your path and avoid being led off the edge or crashing into other players. Last one standing wins! If you enjoy this, buy Tsuro — the original tile game!
Buy and sell Gold, Silver, and Oil across 10 rounds. Prices shift based on player demand and random market events. Highest total wealth wins!
A two-phase auction game. Buy properties cheap, then sell them for cheques. Highest total of cheques + leftover coins wins!
Classic 2-player abstract. Drop discs into a 7×6 grid; first to line up 4-in-a-row horizontally, vertically, or diagonally wins.
A gem-trading engine-builder. Collect tokens, buy cards for permanent gem bonuses, attract nobles. First to 10 prestige triggers the final round!
A tile-laying classic. Place edge-matching tiles to build cities, roads, and monasteries on a shared map. Drop meeples to claim regions — score when they close. Most points when the deck runs out wins.
Tile-drafting pattern builder. Take all tiles of one color from a factory display, fill a pattern row, transfer to your wall when the row completes. Adjacent placements score combo bonuses. Game ends when someone fills a wall row.
A team word-association game. Spymasters give one-word clues; their team guesses cards on a 5×5 grid. First team to reveal all their words wins — but avoid the assassin!
A cooperative card game — you can see everyone's cards except your own! Give hints, play cards, and work together to build the perfect fireworks display.
Play cards in ascending order without communicating! Feel the rhythm of the group and play at the right moment. Lose lives for mistakes, use throwing stars to peek.
A cooperative trick-taking game — work together to complete mission tasks! The Captain leads — use Sonar to communicate. Everyone wins or everyone loses!