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Best Board Games For 10 And Up


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We added Anomia, a great replayable party game. We removed Tokaido, which is still popular but has consistently released promotions since mid-2021.

Best Board Games For 10 And Up

Thousands of new board games are released every year – more than our guide to the best board games for adult beginners. Here, we list some of the Wirecutter staff’s favorites. And while it may not be possible for new players, they have other features that we think you’ll love. Whether you’re looking for something that offers a high level of strategy or narrative co-op, or something that just looks and feels great, Nights has some great games to offer. If you don’t see one you like, please leave a comment so we can expand our collection.

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Why we love it: Between reading and deciphering the dense rulebook and fixing tons of bugs every turn, our first playthrough of Scythe took six hours. However, we were immediately drawn to the game’s sheer strategic depth and beautiful, steampunk-meets-pastoral style of world-building (which Gregory Hahn teased in our 2016 Gift Guide ). Since then, our game times have dropped to around 90-115 minutes. And Scythe has taken over weekly game nights and fostered group chats dedicated to discussing strategies, creating and sharing memes, and planning impromptu sessions.

In less than two months, we’ve already purchased the seven-player expansion and are seriously considering purchasing an upgraded standard box to store many cards and parts more neatly. You might wonder what kind of people want to spend so much time on a game, coming back to play it over and over again. But once you’ve learned the mechanics, all you have to do is play Scythe.


How to play: In Scythe, players represent one of five factions trying to make a fortune and claim territory in Eastern Europe after the First War. Players start with resources (including power, popularity, coins, and battle cards), a different starting point, and two (optional) hidden objectives. Scythe is an engine building game, so the goal is to build systems that will continue to receive resources as the game progresses. On each turn, each player chooses one of four actions on their assigned group’s mat. All players have the same set of tasks, but with different rewards, and each character has special abilities. Aside from encounter cards (which players can find in some newly explored areas), there is little luck involved. The game ends after the player has placed their sixth achievement (star) on the win lane and whoever has the most coins wins. Scythe is a game of capitalism in its purest form.

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Why we love it: Imagine an adventure game set in Middle-earth, revisited in as little time as it takes to play.

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Movies do that. It’s a small-world experience, an area control game filled with elves, dwarves, and halflings. The game has several tables and small enough pieces that initially took about 40 minutes to set up. But once Small World gets going, it’s a simple concept, and the imaginative races and power-ups make every game a little different. Thanks to multiple game boards, Small World plays just as well with two as it does with five. There are also versions that offer slightly different art and tone, such as Small World: Underground (which is a bit darker) and Small World of Warcraft (if you visit Azeroth instead of the Shire).

How it’s played: At the start of the game, each player must choose a fantasy race to run from a shuffled pile. Each race is paired with a set of independently modified powers that change the capabilities of that race’s army. For example, if you create a wizard with the power of flight, you get a gold bonus for living in a magical place (the wizard attribute) and you can send your troops anywhere on the board (the flight feature). Once the player has chosen their character, they are given a set of tiles representing their weapon; In turn, they use tiles to take over territory. As players develop their empires and fight each other, they will run out of useful tiles, which they can then knock over (the game says this is “pollution”. The balls are still on the table and can still be scored.) can no longer be used to get new ones territories). On the next turn, players choose a new race/power combination to use. .This continues for several rounds depending on the number of players. The person who collects the most gold (earned). building land) wins during the game.

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When setting up the game, players will notice a set of starting tiles on the table, but they don’t work like other races in the game. These tiles, unfortunately named “Lost Tribe”, are a hindrance to some places in the early stages of the game. However, given the historical mistreatment of many natives by many societies, this aspect can sometimes make players (myself included) uncomfortable. Instead, I use other tiles to represent the natural obstacles in those areas and it doesn’t affect the game.

Why we love it: Some games require sharp focus, advance planning, and fine strategy, and it makes for some very tense moments at the silent table. Then there are games that are so fast-paced, with such an exciting energy, that the neighbors may complain about the noise if you play them late at night. Anomie is in the latter category, and I often worry that my more competitive friends will lose their voice after playing. Mechanically, it is a simple word and pattern recognition game. But in practice, the tension builds as cards are turned over, symbols are revealed, and players race to find the answer before anyone else. Anomie is also replayable as rounds usually take less than half an hour and can yield almost 100 cards. But if you get tired of this version (or, more likely, when your gaming group has memorized all the cards), there are other versions, including Anomia Party and Anomia X that want cards, as well as new cards. A dynamic game.

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How it’s played: Players choose one of the included decks and each place a face-up card in front of them. Each card has one of six colored symbols and a category. Categories can range from “rock opera” to “surname” and are broad enough to inspire tabletop debate (“Do sea monkeys count as pets?”). Each player continues by covering the previous card by placing another card in front of them. If two symbols around the table match when the cards are flipped, those two players are “flipped”; Anyone who says an example of something in their opponent’s card category takes a card and wins a point. Removing a card to reveal the card below is often immediately followed by another game, a sudden rush of activity, creating a sense of anticipation. Every time the card is turned over, your brain goes through a lightning-fast process of recognizing a new symbol, double-checking what you know on your card, quickly reading another area of ​​the card in an attempt to access your memory. And find a good example and call it out at the end before the other player does. Challenging this process under sustained pressure has a way of short-circuiting your brain and makes the game as frustrating as it is engaging. Either way, it’s a great time for crying out loud.

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Why We Love It: Betrayal House on the Hill What if H.P. Lovecraft wrote an episode of Scooby-Doo and turned it into a party game. Each player will be assigned a character with different attributes including intelligence, knowledge, strength and speed. As they explore the haunted mansion, they collect items and go on silly, atmospheric adventures, from running into spiders to playing games with a creepy boy who is aggressive with his toys. House on the Hill is low on strategy but high on camp, so players can go crazy. With over 100 different scenarios to play out (all reminiscent of your favorite horror/sci-fi movies or TV shows), this game has great replay value.

How it’s played: In the first level, players build and explore a haunted castle by placing room tiles. In rooms, players can pick up events, items, or character cards. Players read the cards aloud while holding a flashlight under their face and sitting around a campfire telling a ghost story—silly voices are encouraged. For event cards, players may be challenged to move dice based on their base

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