Nudge · 7+
You never move a piece. Nudge one tower, then watch where the drops fall.
Kids rules
- The board is 7 columns of towers, 6 rows deep. Every tower starts 3 blocks tall. Towers can be 1 to 5 tall.
- Under the board are 7 answers: 3 blue, 3 orange and 1 that belongs to nobody.
- A drop falls one row at a time. It goes straight down, unless the tower down-left or down-right is the single tallest of the three below it. Then it goes there.
- Each round, both players secretly pick one tower and make it one taller or one shorter. Then both nudges happen.
- Then the test: a drop falls from each of the 7 questions. Every drop that lands in your colour scores you 1 point.
- After 8 rounds, the most points wins.
Grove 18+ rules
- The board is 9 columns of towers, 7 rows deep. Every tower starts 4 tall and can be 1 to 7 tall.
- The 9 answers are 4 blue, 4 orange and 1 that belongs to nobody.
- The drop rule is the same: straight down, unless the tower down-left or down-right is the single tallest of the three below.
- Each round, both players secretly nudge one tower by 1. Once per game, you may nudge by 2 instead: a bigger learning rate, for the moment that matters.
- Then a drop falls from every question. Each drop in your colour scores 1.
- After 12 rounds, the most points wins.
The Window · 8+
The conversation slides past a window that holds only 6 tiles. Keep what matters in view.
Kids rules
- The window has 6 slots. New tiles always join on the right. When a 7th tile joins, the oldest tile on the left falls out and is forgotten.
- Blue tiles belong to Blue, orange tiles to Orange. Grey tiles are chatter and belong to nobody.
- On your turn, look at the top 2 tiles of the pile and add one of them to the window. The other goes to the bottom of the pile.
- Before you add, you may write one summary: join two of your tiles that sit side by side into one tile. It is worth their total minus 1, and it frees a slot.
- After every 3 turns comes question time: each player scores the total of their own tiles in the window.
- Blue adds first, so Orange starts with 1 point. After 18 turns, the most points wins.
Grove 18+ rules
- The window has 5 slots. When a 6th tile joins, the oldest unpinned tile falls out.
- Tiles run from 1 to 7. There is more grey chatter in the pile.
- On your turn, look at the top 2 tiles and add one. Before you add, you may do one thing: write a summary (join two of your side-by-side tiles into one worth their total minus 1), or, once per game, pin one of your tiles.
- A pinned tile never falls out, but it still takes a slot. Pinned tiles cannot be summed.
- After every 3 turns comes question time: each player scores their own tiles in the window.
- After 18 turns, the most points wins.
Static · 7+
The board starts as noise. Flip squares toward your secret picture, and work out your rival's picture before they finish theirs.
Kids rules
- Each player secretly gets one of 8 pictures: Tree, House, Heart, Star, Drop, Arrow, Sun or Ladder. The two pictures are always different.
- The 6 × 6 board starts as random static: every square dark or light by chance.
- On your turn, flip 1 or 2 squares. Or, instead, guess your rival's picture.
- Guess right and you win. Guess wrong and your turn ends, and you can't guess on your next 2 turns.
- If the board matches your picture in 33 of the 36 squares at the end of a turn, you win.
- After 16 turns each, the player whose picture matches more squares wins.
- Every flip shows your rival a little of your picture. Flip with care.
Grove 18+ rules
- Each player secretly gets one of 12 pictures: Tree, House, Heart, Star, Drop, Arrow, Sun, Ladder, Moon, Key, Fish or Bell.
- The 8 × 8 board starts as random static.
- On your turn, flip 1, 2 or 3 squares, or guess your rival's picture. Blue's very first turn is 1 flip, because every flip gives a clue away. A wrong guess ends your turn and locks guessing for your next 2 turns.
- If the board matches your picture in 58 of the 64 squares at the end of a turn, you win.
- After 18 turns each, the closer match wins.
The Bag · 5+
You never choose your step. You choose what goes in the bag, and the bag decides who moves.
Kids rules
- Both pawns race along a track to space 15. Blue draws first, so Orange starts on space 2.
- The bag starts with 3 blue 1s, 3 orange 1s and 2 grey blanks.
- Each player has 3 tiles worth 2, 2 tiles worth 3, and 2 take-out tokens.
- On your turn, first shape the bag: put in one of your tiles, or spend a take-out token to remove any tile for good, or do nothing. The bag holds 12 tiles at most.
- Then draw one tile without looking. Its colour's pawn moves forward by its number (grey moves nobody). Put the tile back.
- When a pawn reaches 15, finish the round. The pawn furthest along wins; level is a tie.
Grove 18+ rules
- The race is to space 25. Blue draws first, so Orange starts on space 3. The bag holds 16 tiles at most.
- The bag starts with 3 blue 1s, 3 orange 1s and 2 grey blanks.
- Each player has 3 tiles worth 2, 2 worth 3, 1 worth 4, 2 take-out tokens and 1 poison tile.
- A poison tile goes into the bag in your rival's colour, marked −3. When it is drawn, your rival's pawn moves back 3. Bad data, slipped in quietly.
- On your turn, shape the bag once (put in a tile, put in your poison, or take one out), then draw. Put the tile back.
- When a pawn reaches 25, finish the round. The pawn furthest along wins; level is a tie.
Splitter · 8+
Cut a line of letters into tokens. Long tokens score; single letters score nothing. What you leave behind matters.
Kids rules
- A line of letters runs left to right with no spaces. Below it is the token list: the pieces this game knows.
- On your turn, cut one token off the front of the line. It must be a piece from the list that matches the front exactly, or a single letter.
- A token scores its length minus 1. THE scores 2, TOKEN scores 4, a single letter scores 0.
- The line gets shorter each turn. Think about what you leave at the front for your rival.
- A game is two lines. Blue goes first on the first line, Orange on the second. The most points wins.
Grove 18+ rules
- Three lines of grown-up phrases, with a bigger token list.
- Cut one token off the front each turn. It scores its length minus 1, and 2 more if it is 7 letters or longer.
- Blue goes first on line 1, Orange on line 2. On line 3, whoever is behind goes first (Orange if level).
- The most points after three lines wins.
The Router · 7+
Jobs arrive. Send each one to the expert who is best at it before the seats run out.
Kids rules
- There are 4 experts: Math, Words, Pictures and Code. Each has 3 seats each round.
- Each round, 6 jobs arrive. Every job has a type and is worth 1, 2 or 3 stars.
- Take turns. On your turn, take any waiting job and send it to an expert with a free seat.
- Send a job to the expert of its own type and you score double its stars. Send it anywhere else and it scores nothing, but it fills a seat.
- At the end of each round, the player with more jobs at an expert that holds 2 or more jobs scores 2 more points there.
- After 4 rounds, the most points wins. The first player changes every round.
Grove 18+ rules
- There are 6 experts: Math, Words, Pictures, Code, Science and Music. Each has only 2 seats a round.
- Each round, 8 jobs arrive, worth 1 to 3 stars. Some jobs show two types: either of those experts can do them.
- Send a job to a matching expert and you score double its stars. Anywhere else scores nothing but fills a seat.
- At the end of each round, if you hold both seats at an expert, you score 3 more there.
- After 6 rounds, the most points wins. The first player changes every round.
Lantern · 6+
Cross a dark board of face-down facts. Step blind, or spend lantern oil to check a tile first. Fibs cost you.
Kids rules
- The board is 5 tiles wide and 7 rows long, all face down. Most tiles are facts worth 1, 2 or 3 points. 8 are fibs worth minus 3. 3 are oil.
- Blue starts below column 2 and Orange below column 4. Each turn you step one row forward: straight ahead or diagonally.
- Before you step, you may spend 1 oil to check one of the tiles you could step onto. Turn it face up for everyone to see.
- When you step onto a face-down tile, turn it over and take it: add a fact's points, lose 3 for a fib, or gain 1 oil.
- A tile already taken is empty. Both players may stand on the same tile.
- After 7 steps both players are across. The most points wins; a tie goes to whoever has more oil left.
Grove 18+ rules
- The board is 7 tiles wide and 9 rows long, face down: 17 fibs worth minus 4, facts worth 1 to 4, and 6 oil.
- Blue starts below column 3 and Orange below column 5. Step one row forward each turn, straight or diagonal.
- Before you step, you may spend 1 oil to check one tile you could step onto.
- Take what you step on: a fact's points, minus 4 for a fib, or 1 oil.
- After 9 steps each, the most points wins; a tie goes to whoever has more oil.
Heat · 6+
One shared dial sets how random every move is. Turn it down to land on stars, or up to shake things when you're behind.
Kids rules
- Race along a track of 30 spaces. Stars sit on spaces 4, 8, 12, 17, 21 and 25.
- Each player has their own deck of cards numbered 1 to 6, twice, and holds 3 cards.
- The heat dial goes from 0 to 3 and starts at 1. Both players share it.
- On your turn, you may turn the dial up or down by one. Then play a card. Roll the heat die: at heat 0 you move exactly the card. At heat 2 you move the card plus or minus up to 2.
- Land exactly on a star you haven't collected and you collect it. Draw back up to 3 cards.
- When anyone reaches space 30, finish the round. Reaching 30 is worth a star. The most stars wins; a tie goes to whoever is further along, and if that's level too, to Orange, who moved second.
Grove 18+ rules
- Race along 40 spaces. Stars sit on 4, 9, 13, 17, 22, 26, 30, 34 and 37.
- Each player has their own deck of cards 1 to 8, twice, and holds 4.
- The shared heat dial goes from 0 to 5 and starts at 2. Turn it by one, then play a card: you move the card plus or minus up to the heat.
- Land exactly on a star you haven't collected to collect it. Reaching 40 is worth a star; finish the round, and the most stars wins.
The Echo · 7+
After every move, the most common colour copies itself onto the board. Complete lines with every colour before the echo takes over.
Kids rules
- The board is 5 × 5 and starts empty. There are 4 colours: red, green, blue and yellow.
- On your turn, place a tile of any colour on any empty square.
- If your tile fills a row or a column, score it: 2 points if the line holds all 4 colours, 1 point if it holds exactly 3.
- Then the Echo moves: the colour with the most tiles on the board copies itself onto the empty square that touches the most tiles of that colour. Ties go to the first square in reading order. If colours tie for most, the Echo waits.
- Lines the Echo fills score for nobody.
- Blue goes first, so Orange starts with 1 point and wins a tie. When the board is full, the most points wins.
Grove 18+ rules
- The board is 6 × 6. It starts with 3 tiles already down, red, green and blue, on random squares. There are 5 colours: red, green, blue, yellow and purple.
- Place a tile of any colour on any empty square. If it fills a row or column, score it: 2 points if the line holds all 5 colours, 1 point if it holds exactly 4.
- Then the Echo copies the most common colour onto the empty square touching the most tiles of that colour. If colours tie for most, it waits. Lines the Echo fills score for nobody.
- Blue goes first; Orange wins a tie.
Thumbs · 7+
The judge has a secret rule and only ever says thumbs up or thumbs down. Build answers until you can name the rule.
Kids rules
- The judge secretly picks one of 32 rule cards. Both players race to find the same rule. Everyone can read all 32 cards.
- An answer is a row of 3 tiles. Each tile is red, blue or green, and shows 1, 2 or 3.
- Each player has their own wall, hidden from the other. Both walls start with the same two answers: one the judge liked and one it didn't.
- Show the judge an answer and it gets a thumbs up if it follows the rule, a thumbs down if not. Your answers stay on your own wall.
- Both players choose at the same time, in secret: show the judge an answer, or name the rule. Then the round is revealed together, so nobody gets to go first.
- Name the rule right and you win; if you both do, you share the win. Name it wrong and that rule is crossed out, and you sit out the next round.
- Playing alone? Find the rule in as few answers as you can.
Grove 18+ rules
- The judge secretly picks one of 40 rule cards. Some cards join two ideas: 'a yellow tile and a 1', 'a red tile or a 4'.
- An answer is a row of 4 tiles. Each tile is red, blue, green or yellow and shows 1 to 4.
- Both walls start with the same two answers, one liked and one not. Each round, both players secretly show an answer or name the rule.
- Name it right and you win; both right is a shared win. Name it wrong and that card is crossed out, and you sit out a round.
The Chain · 8+
Each step has to follow from the last one. Peek at a tile, say what it is, and maybe bluff. Check your rival's last step, or let it carry on.
Kids rules
- The board is 6 × 6 face-down tiles numbered 1 to 6. The chain starts on the middle tile, face up.
- On your turn, add one step. Look in secret at the face-down tiles next to the end of the chain (up, down, left or right), then pick one to step onto.
- Then say its number. It must be one more or one less than the number said for the end of the chain. If the tile really is that number, you told the truth. If not, you bluffed.
- Every step scores you 1 point.
- Before your step, you may check your rival's last step: turn it face up. A bluff costs the bluffer 3 points and the step is removed. A true step costs you, the checker, 1 point.
- Only the last step can be checked. Older steps stay as they were said, true or not.
- If you can't step, the game ends. After 12 turns each, the most points wins. Blue had to step first, so Blue wins a tie.
Grove 18+ rules
- The board is 8 × 8 face-down tiles numbered 1 to 9. The chain starts face up near the middle.
- Each step's number must be one more, one less, double, or half the number said before it.
- Look in secret at the tiles next to the end of the chain, step onto one, and say a number. Every step scores 1.
- Before stepping, you may check either of your rival's last two steps. A bluff costs the bluffer 3 and the chain is cut back to just before it. A true step costs the checker 1.
- After 16 turns each, the most points wins.
Shrink · 8+
The board loses its outer ring, twice. Tiles squeeze inward and merge: the bigger one wins and grows by 1, and the details are lost.
Kids rules
- The board starts 6 × 6 and empty.
- Each round, both players secretly choose a move, then both happen together: place a new tile worth 1 on an empty square, or grow one of your tiles by 1 (up to 5). If you both place on the same square, neither tile goes down.
- After every 4 rounds, the board shrinks: the outer ring is removed and each of its tiles moves one square inward.
- When a moving tile lands on an empty square, it just moves. When it lands on another tile, they merge: the merged tile is worth the bigger value plus 1 (up to 9) and belongs to the owner of the bigger one. A tie keeps the inside tile's owner.
- Tiles move in reading order, so a square can be merged into more than once.
- After each shrink, bank the total of your tiles still on the board. After the second shrink the board is 2 × 2 and the game ends. The most banked points wins.
Grove 18+ rules
- The board starts 8 × 8. Each round both players secretly place a 1 on an empty square or grow one of their tiles by 1, up to 7.
- After every 4 rounds the outer ring is removed and its tiles move one square inward, merging into the bigger value plus 1, up to 12.
- After each shrink, bank your tiles' total. After the third shrink the board is 2 × 2 and the game ends. The most banked points wins.
Map of Meaning · 6+
Every word has a home on the map, and words that mean similar things live close together. Guess where each new word belongs.
Kids rules
- The map is 9 × 9. Each of its 81 squares is the home of one word, and the map is laid out by meaning: animals in one corner, food in another, ways to travel, feelings, and the weather and nature through the middle.
- The game starts with 10 words already on the map.
- Each round, a new word is called out. Every player secretly picks the square where they think it lives.
- Then the word goes to its real home. Exactly right scores 3. One square away (even corner to corner) scores 2. Two squares away scores 1.
- Every word that lands is a new clue for the next one. After 10 words, the most points wins.
- Playing alone? Score as many of the 30 points as you can.
Grove 18+ rules
- The 9 × 9 map holds 81 grown-up words: money, science, law and government, finer feelings, time along the middle row, and ideas down the middle column.
- The game starts with 8 words on the map. Each round a new word is called and every player secretly picks its home.
- Exactly right scores 3, one square away scores 2, two away scores 1. After 12 words, the most points wins.
The Stumper · 5+
Sixteen subjects, eight levels, and it climbs with you. Three right in a row and it gets harder. How high can you get before it stumps you?
Kids rules
- A run is 12 questions. Pick one subject, or Mixed for all 16.
- Three right in a row and the next question is one level harder. Two wrong in a row and it eases off one level. There are 8 levels: Sprout 1–2, Sapling 3–4, Branch 5–6 and Grove 7–8.
- A right answer scores 10 points for each level of the question, plus a streak bonus of 5 for every right answer in a row after the second.
- Stuck? Take a hint: it crosses out two wrong answers and may show a tip, but the question is then worth half.
- After every answer, read the why. Questions that stumped you go into your Stumped pile to try again later.
Grove 18+ rules
- Grove runs start at level 6 and are scored the same way. Reach Grove 8 and stay there to top the board.