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
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
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
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
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
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
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
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
Sushi Go Party!
Choose a menu, pick a card, pass the hand and build the best sushi set.
Why it fits: The turn is the same as Sushi Go: pick one card and pass the rest. The extra load is picking a menu, learning each dish's scoring and adding up scores after every round.
We suggest 7+ with an adult helping, 8+ on their own.
- About 6 min to set up
- Rules to learn: 3 of 5
- Little reading
- 2 to 8 players
- 30 min
- Competitive
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Forbidden Desert
Work together to find a flying machine in the desert before the storm buries you.
Why it fits: Each adventurer has special powers, there are clue tiles that point to hidden parts, and the storm deck moves tiles and drains water in several ways at once.
We suggest 9+ with an adult helping, 10+ on their own.
- About 10 min to set up
- Rules to learn: 4 of 5
- Some reading
- 2 to 5 players
- 45 min
- Co-op
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Pandemic
Team up to cure four diseases before they overwhelm the world.
Why it fits: There are many connected rules: several kinds of movement, card sets for cures, epidemics and chain-reaction outbreaks, plus role and event card text.
We suggest 10+ with an adult helping, 12+ on their own.
- About 15 min to set up
- Rules to learn: 4 of 5
- Some reading
- 2 to 4 players
- 45 min
- Co-op
- Fun for adults: 4 of 5
Rated from the rulebook, checked 2026-10-09
Read the quick guide
Abandon All Artichokes
Build a deck and dump the artichokes before anyone else.
Why it fits: The turn is simple, but every vegetable card has its own text and several of them hit an opponent, such as swapping a random card from their hand, taking the top card of their deck or putting a card on their discard pile.
We suggest 9+ with an adult helping, 10+ on their own.
- About 3 min to set up
- Rules to learn: 2 of 5
- A lot of reading
- 2 to 4 players
- 20 min
- Competitive
- Fun for adults: 3 of 5
Rated from the rulebook, checked 2026-10-11
Read the quick guide
Animal Upon Animal
Stack wooden animals on a wobbly pile and be the first to run out.
Why it fits: A turn is roll the die and stack one or two animals with one hand. There are five die symbols to learn and no reading.
We suggest 4+ with an adult helping, 5+ on their own.
- About 3 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 2 to 4 players
- 15 min
- Competitive
- Fun for adults: 3 of 5
Rated from the rulebook, checked 2026-10-12
See the rating
Bandido
Team up to wall off every tunnel before Bandido escapes.
Why it fits: The turn is play one card that fits exactly and draw another, with no reading.
We suggest 5+ with an adult helping, 7+ on their own.
- About 2 min to set up
- Rules to learn: 2 of 5
- No reading needed
- 1 to 4 players
- 15 min
- Co-op
- Fun for adults: 3 of 5
Rated from the rulebook, checked 2026-10-09
Teach it tonight