We think a child this age can play these without a grown-up helping.
Hanabi
Hold your cards backwards and give clues so the team can build fireworks together.
Why it fits: A turn is one of three simple actions, but you have to hold your cards facing out, remember every clue you have been given and work out what your own cards must be.
We suggest 7+ with an adult helping, 9+ on their own.
- About 2 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 2 to 5 players
- 30 min
- Co-op
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Azul
Pick coloured tiles, fill your rows and build a scoring wall.
Why it fits: No reading is needed and a turn is just picking one colour, but wall scoring counts linked tiles in two directions and floor-line penalties catch new players out.
We suggest 7+ with an adult helping, 9+ on their own.
- About 7 min to set up
- Rules to learn: 3 of 5
- No reading needed
- 2 to 4 players
- 30 to 45 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
Exploding Kittens
Play cards, draw one and avoid the exploding kitten.
Why it fits: Cards have their own text, and Nope and Attack can stack in ways that take a while to follow.
We suggest 7+ with an adult helping, 9+ on their own.
- About 3 min to set up
- Rules to learn: 3 of 5
- Some reading
- 2 to 5 players
- 15 min
- Competitive
- Fun for adults: 3 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
Pokémon TCG
Two players battle with Pokémon cards and race to take their Prize cards.
Why it fits: Every card has its own text, so a child needs to read well or have a grown-up read for them. The starter set is built for 6 and up, but full decks have many more rules.
We suggest 7+ with an adult helping, 9+ on their own.
- About 10 min to set up
- Rules to learn: 4 of 5
- A lot of reading
- 2 players
- 30 min
- Competitive
- Fun for adults: 3 of 5
Rated from the rulebook, checked 2026-10-08
Teach it tonight
Carcassonne
Draw a tile, fit it to the map and claim what you build.
Why it fits: A turn is draw a tile, place it, then maybe place a meeple, and there is no reading.
We suggest 6+ with an adult helping, 8+ on their own.
- About 5 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 2 to 5 players
- 30 to 45 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-08
Teach it tonight
Dixit
Give a clue for a picture so some, not all, guess it.
Why it fits: No reading is needed because the clue is spoken and the cards are pictures, but scoring depends on how many players find the storyteller's card, and a good clue must be neither too obvious nor too hidden.
We suggest 7+ with an adult helping, 8+ on their own.
- About 3 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 3 to 8 players
- 30 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
Just One
Write clues that stand out so your teammate can guess.
Why it fits: Everyone except the guesser sees the mystery word and writes a single-word clue, and the guesser reads the clues, so reading and writing are the main skills.
We suggest 7+ with an adult helping, 8+ on their own.
- About 3 min to set up
- Rules to learn: 2 of 5
- Some reading
- 3 to 7 players
- 15 min
- Co-op
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
Ticket to Ride
Collect cards, claim train routes and link your cities.
Why it fits: Each turn is one simple choice: draw cards or claim a route. A child who can match colours and read city names on the map can play with a little help planning routes.
We suggest 7+ with an adult helping, 8+ on their own.
- About 10 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 2 to 5 players
- 30 to 60 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-08
Teach it tonight
Kingdomino
Pick dominoes and grow a kingdom of high-scoring lands.
Why it fits: Placing a domino is easy, but the order of play comes from the king meeples and scoring multiplies squares by crowns.
We suggest 7+ with an adult helping, 8+ on their own.
- About 5 min to set up
- Rules to learn: 3 of 5
- No reading needed
- 2 to 4 players
- 15 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
A child this age can enjoy these, with a grown-up helping with the rules or the reading.
7 Wonders Duel
Build a city and wonders in a tense two-player duel with three ways to win.
Why it fits: The turn is pick a card and use it, but you need to know the card icons, building chains, resource costs and three kinds of victory to play well.
We suggest 9+ with an adult helping, 10+ on their own.
- About 8 min to set up
- Rules to learn: 4 of 5
- Some reading
- 2 players
- 30 min
- Competitive
- Fun for adults: 5 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Catan
Settle an island, trade with rivals and race to 10 points.
Why it fits: There is a lot to learn before the first turn: resources, building costs, trading and the robber. Eight-year-olds who like maths can play with an adult guiding their trades.
We suggest 8+ with an adult helping, 10+ on their own.
- About 15 min to set up
- Rules to learn: 4 of 5
- Little reading
- 3 to 4 players
- 60 to 90 min
- Competitive
- Fun for adults: 5 of 5
Rated from the rulebook, checked 2026-10-08
Teach it tonight
Codenames
Give one-word clues to help your team find its agents.
Why it fits: All 25 cards are words, so everyone must read and think of word links, and the spymaster also has to follow the rules on valid clues.
We suggest 9+ with an adult helping, 10+ on their own.
- About 5 min to set up
- Rules to learn: 3 of 5
- A lot of reading
- 4 to 8 players
- 15 min
- In teams
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight
Colt Express
Plan your moves, rob the train and watch everyone's plans fall apart.
Why it fits: Planning your cards in advance and then seeing them resolve in order is the tricky part, and it takes a game or two to see how a plan can be wrecked by what others play.
We suggest 9+ with an adult helping, 10+ on their own.
- About 8 min to set up
- Rules to learn: 3 of 5
- Little reading
- 2 to 6 players
- 40 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Forbidden Island
Work together to grab four treasures before the island sinks.
Why it fits: Each adventurer has a different power read off a card, and the flood and Waters Rise steps need careful card handling.
We suggest 9+ with an adult helping, 10+ on their own.
- About 10 min to set up
- Rules to learn: 3 of 5
- Some reading
- 2 to 4 players
- 30 min
- Co-op
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Read the quick guide
Splendor
Collect gems, buy cards and build a discount engine to 15 points.
Why it fits: Only four actions are available on a turn, but a child must track card costs, discounts from owned cards and the 10-token limit. Reading is limited to numbers and icons.
We suggest 9+ with an adult helping, 10+ on their own.
- About 6 min to set up
- Rules to learn: 3 of 5
- Little reading
- 2 to 4 players
- 30 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight