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128 games
Narrow the universe to one answer using only yes and no.
Draft cards simultaneously to build an ancient civilisation.
Play the card you think the judge will find the best match.
Eighteen a side on an oval, no offside, and a mark that stops play.
Draft tiles, fill rows, and try not to take what you cannot place.
Bet on player or banker. The drawing rules are fixed and worth knowing.
One of the oldest board games, blending dice luck with sharp tactics.
The fastest racquet sport, played with a shuttlecock over a high net.
Three strikes, four balls, nine innings and a diamond.
Five on five, shot clock ticking, hoop ten feet up.
Hidden fleets on a grid, and a guessing game with real strategy.
Mark your card as numbers are called. Stricter on calling than you think.
Beat the dealer to 21 without going bust. The edge is in the details.
Place pieces touching only at corners. Everybody plays the same board.
Find words in a shaken grid of letters before the timer runs out.
Ten pins, ten frames, and the mathematics of the strike bonus.
A trick-taking partnership game famed for its bidding language.
Flip a tree trunk end over end and hope it lands at twelve o'clock.
Partnership melding with wild cards, red threes and frozen piles.
Place tiles, claim features and grow a medieval landscape.
Fill in the blank with the most outrageous card in your hand.
Trade sheep, build roads and race to ten victory points.
Act it out in silence while your team shouts guesses at you.
Play cards face down and lie about them. Called BS in America.
A classic two-player game of diagonal captures and crowned kings.
A strategic duel of 32 pieces where the goal is to trap the opposing king.
Neither Chinese nor checkers. Hop your marbles across a star.
Deduce the murderer, the weapon and the room before anyone else.
One-word clues connect your agents — and hopefully avoid the assassin.
Drop discs into a standing grid and line up four before they do.
The casino dice game of come-out rolls, points and side bets.
Match rank or suit, and eights are wild. The ancestor of UNO.
Score fifteens, runs and pairs — then peg it around the board.
Bat, bowl and field across overs, innings and very long afternoons.
Powerplays, free hits, the DRS and the stop clock in men's international cricket.
Women's international cricket: one ODI powerplay, a lighter ball, shorter boundaries and no stop clock.
Cryptic or straight, across and down, one grid to fill.
Slide granite down ice while sweeping furiously. Scored by ends.
Start at 501, finish on a double, and never step over the oche.
Match the pips and chain tiles across the table.
Mattel's UNO sequel — match a centre row by number, or with two cards that add up.
Twenty-four cards, a bower that outranks the ace, and calling trumps.
Push your luck with six dice. Bank it, or lose everything.
Foil, épée and sabre: score hits with a blade, under the FIE Technical Rules.
Eleven a side with sticks, and only one face of the stick is legal.
Australia's own card game. Bidding, a joker, and misere.
The card game Captain Kirk made up to fool his guards. It has no real rules.
Downs, yards and end zones in the American gridiron game.
Carry, solo and fist-pass toward goals worth three points or one.
Two-player rummy where knocking early is the whole skill.
An ancient game of territory where simple rules create enormous depth.
Ask for a rank, collect sets of four. The first card game most people learn.
Fewest strokes wins, across eighteen holes of considered frustration.
Yes-or-no questions to eliminate faces. Binary search for five-year-olds.
Guess the hidden word letter by letter before the drawing completes.
Hold the card on your forehead and guess what everyone is describing.
Avoid the penalty cards — or take them all and shoot the moon.
No board at all. Surround the enemy queen with tiles that never separate.
Viking chess. Asymmetric: a king escapes while a larger force hunts him.
Ireland's ancient stick-and-ball game, and among the fastest on grass.
Six a side on ice, with offside, icing and a penalty box.
Pull a block, place it on top, and try not to be the one who ends it.
Two riders, a tilt barrier, and a scoring system written in 1466.
A Japanese martial art: throw, pin or submit your opponent under Olympic rules.
Roll a biased bowl closest to the jack. Deceptively difficult.
Bid on the dice everyone is hiding, and call the bluff when it breaks.
Race four tokens home on a roll of six. Parcheesi and Sorry are cousins.
Four players, 144 tiles, and a race to complete a winning hand.
Sow seeds around a board and capture. One of the oldest game families alive.
Buy, trade and bankrupt your way to a property empire.
Punches, kicks, knees and elbows all score, under IFMA amateur rules.
Seven a side, no dribbling, no contact, and you cannot move with the ball.
An ancient alignment game of mills, played on three nested squares.
Pair everything off and avoid being left holding the odd queen.
Flip the board to your colour. A minute to learn, a lifetime to master.
A French boules game: throw metal balls closest to a small wooden jack.
Draw the clue badly, fast, and hope someone understands.
Table tennis: small paddles, fast spin, eleven-point games.
Betting, bluffing and hand rankings across countless variants.
Eight-ball: your group, then the 8, called and in the nominated pocket.
Shed your hand first to become President. The loser deals.
Global conquest decided by armies, borders and dice.
Three throws, one cycle, and far more strategy than anyone admits.
The oldest game whose written rules have actually survived.
Thirteen a side, six tackles, and the fastest collision sport there is.
Fifteen a side, contested rucks, and a game decided in the collisions.
Draw, meld and discard until your hand is sets and runs.
The Star Wars card game from Solo, as sold at Galaxy’s Edge: get closest to zero.
A Russian martial art of throws, hold-downs and joint locks, under FIAS sport SAMBO rules.
One letter, twelve categories, and answers nobody else thought of.
Score points by building interlocking words on a premium-square board.
Ancient Egypt's board game. Older than Ur, and its rules did not survive.
Three-a-side net game with a woven ball that may not touch the arm, under ISTAF rules.
Japanese chess, where captured pieces change sides and return to the board.
Close numbered flaps matching your roll. A pub game with real maths.
Pure chance, no decisions, and a moral lesson buried in the design.
Pure reflexes — spot the matching card and slap the pile first.
Reds and colours in strict alternation, on the largest table in cue sports.
Eleven a side, ninety minutes, one ball and no hands.
The single-player classic of stacking cards into ordered foundations.
Bid your tricks, trust your partner, and never trump your own side.
Collect gem tokens, buy cards, and build a renaissance engine.
Two players, four walls, and a let-or-stroke system that decides matches.
Hidden ranks, bluffing armies, and one very well-guarded flag.
Push or throw your opponent out of the ring, or onto the ground, under IFS international rules.
Describe the word without using any of the five obvious ones.
A Korean martial art and Olympic sport, scored mostly by kicks to sensors in body and head armour.
Serve, rally and break — scored in a language all its own.
Three in a row on a nine-square grid — and a solved game at that.
Collect train cards and claim routes across the map.
Star Trek’s three-level chess, with attack boards that move.
Six categories, six wedges, and one very long final question.
Answer honestly or accept the challenge. No third option.
Yağlı güreş: oiled wrestlers in leather kispet, won by turning the opponent belly-up, under TGGF rules.
Right hand red. A game of balance, reach and inevitable collapse.
Two coins, one kip, and a game legally playable in Australia one day a year.
Seven a side, no contact, no referees, and you cannot run with the disc.
A fast, chaotic race to shed your hand — and shout before you forget.
UNO with every card wild. Nothing to match, nothing but action cards.
Double-sided UNO — flip the deck mid-round and the penalties get far worse.
The brutal UNO edition where stacking, seven-swaps and a 25-card knockout are official.
Six a side, three touches, one net between you and the point.
Flip a card, higher wins. No decisions at all, and oddly compelling.
Seven a side treading water, one hand only, thirty seconds to shoot.
Hidden roles, night kills and daytime accusations. Also known as Mafia.
Olympic freestyle and Greco-Roman wrestling: pin your opponent, or win on points.
Chinese chess, played on the lines, with a river and a palace.
Five dice, three rolls, thirteen categories to fill.