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Winner's Circle is a quick less than 60 minutes and clever game. For 3 to 8 players, ages 8 and up. On a turn, you roll two dice. One determines which horse moves; the other determines how far 0, 1 or 3 spaces. You also check the cards for the horses you own, and if the horse number you rolled is shown there, your horse also advances. Owning a horse makes that horse move a little faster. Then you have the option of buying a horse, placing a bet, or playing a card. When three horses cross the finish line, the game ends and payouts are made.
Long Shot is a light strategy game, perfect for a family game night or a relaxing time with good friends. For 3 to 6 players, ages 8 and up. Designed by John B. Reilly and Thomas M. Divoll, published by Avalon Hill. Players first bet on the horses—each of which has unique characteristics—and then bid to control the jockeys for those horses.
Dice rolls play a part in determining the outcome, but there is plenty of opportunity for strategy use with lane changes, blocking, etc. In a review on BoardGameGeek. Most of all, it is a superb family game.
For 2 to 8 players, ages 10 and up. But before we get to the list of our favorite games, remember that pre-party communication is the key. Make sure to inform your guests in advance about what betting games you will offer and the stakes. That way, everyone will come properly prepared if they want to participate. With the new extra point rules, some of the non-key numbers are not as bad as they used to be, but you obviously still want King 3s and 7s.
The concept is simple: The person who gets the most questions right wins the pot. I personally like to assign the highest buy-in to this game, but know your audience. You can create your own questions in a variety of formats — multiple choice, fill in the blank, etc. Everyone can track their progress on the app — and, hey, someone at your party could end up winning a few extra grand.
You could also just print our prop sheet below if you want a simple question contest. Feel free to adjust point values or have them all equally weighted. Go with 10 for a more casual audience. This Super Bowl prop game of strategy is one you want to do with a group of seasoned sports bettors.
You can even do this one with just you and one other person if you prefer to watch the game in a less distracted environment. Do you go for all long shots — MVP, first touchdown, etc. Or do a mix of both? You can also make this a team game with teams of two or three or however many you want. We like to divide this up into quarters to increase the excitement. The person holding the cup at the end of the first and third quarters takes a small amount out.
The person at the end of each half gets a bigger payout. Divide it up however you see fit, but be prepared for the late, meaningless Hail Mary interception cup switch.
One determines which horse moves; the other determines how far 0, 1 or 3 spaces. You also check the cards for the horses you own, and if the horse number you rolled is shown there, your horse also advances. Owning a horse makes that horse move a little faster. Then you have the option of buying a horse, placing a bet, or playing a card. When three horses cross the finish line, the game ends and payouts are made.
Long Shot is a light strategy game, perfect for a family game night or a relaxing time with good friends. For 3 to 6 players, ages 8 and up. Designed by John B. Reilly and Thomas M. Divoll, published by Avalon Hill. Players first bet on the horses—each of which has unique characteristics—and then bid to control the jockeys for those horses. Dice rolls play a part in determining the outcome, but there is plenty of opportunity for strategy use with lane changes, blocking, etc.
In a review on BoardGameGeek. Most of all, it is a superb family game. For 2 to 8 players, ages 10 and up. Jockeys compete to have their horses in the best position for a strong run down the stretch; most games are very close at the end. A deluxe edition of TurfMaster is also available. For 2 to 6 players, ages 10 and up. On your turn, you need to use your actions to move around locations treating diseases, building research stations, and finding the cures that will win you the game.
Who can get to Beijing the fastest to treat the situation there? Madrid's at risk of an outbreak next turn, but focusing on that would delay your ability to cure one of the diseases by a whole round, so what do you focus on? A clever tension is added by the card system at the heart of the game: to cure diseases for good, you need to collect sets of matching-colour cards. Except that these cards are also the fastest way to move around the board, and if you use them to travel, you can't then use them to cure, so again you're working out whether you need to spend a valuable card zipping across the board to prevent an outbreak, or whether you can risk leaving it to someone else… but you know that more disease will come out in the mean time.
And we haven't even mentioned the Epidemic cards! Sprinkled throughout the deck your draw from, these instantly step up the danger, not only spreading disease to a new location, but also guaranteeing that every location that currently has disease will get more of it. Cleverly, you can make the game harder or easier by adjusting how many Epidemic cards you include. Pandemic is wildly popular, and that for good reason: it's a compelling and dynamic experience that gives you lots of opportunities to feel triumphant even before the game is won — the right move at the right time to help you avoid defeat feels like a win in itself.
Being cooperative, kids can play along with adults without any penalty to their inexperience, since you can talk strategy together. And there are three expansions to add even more to the mix. We recommend "On The Brink", which adds three variations on the game, plus new roles for players to be — and you can combine the variations in different ways, if you want to make it really interesting.
There's also a new mini version of Pandemic, called Pandemic: Hot Zone — North America again, not a response to current events, but eerie nevertheless. It plays almost exactly like the main version, but is smaller, cheaper and over in 20 minutes. It's less of a strategic battle than the full game, partly due to being over quicker, but as a 'travel-friendly' version of the game, or as a gift for someone who loves games, it's pretty ideal.
But how many matching cards should you collect before trading? Whoever trades a colour first gets higher-value tokens. But if you trade a larger number of cards in one go, you get special bonus tokens with big points of their own, on top of the regular tokens. So, can you afford to spend one more turn collecting another couple of cards and going for the big payout?
Or will your opponent nip in first and leave you with the leftovers? Can't get to the shops but don't want to miss out on the latest issue of the UK's best-selling gadget magazine? Ticket to Ride is a series of games in which you collect coloured cards, use those cards to connect different locations on a board, and get points for doing it.
There are bigger versions of the game that cost more and play over a longer time, but we love this miniaturised version, which gives you all the tactics of the full game, but in a short, sharp, concentrated burst. On your turn you'll mainly do one of two things: pick up two cards from the available pool of 5 to add to your hand; or take cards from you hand matching the colour of spaces on the board, and put your little taxi pieces down to 'claim' that route as your own.
You need to claim routes because you each have secret cards that tell you two places on the board, with a points value, and if you can connect them using continuous routes you've claimed, then you'll get the points. If you don't connect them, then you lose that many points. You also get points simply for claiming routes, and also for linking tourist spots on the board regardless of whether they're on your secret cards.
It's a really basic setup, but the key thing is how small the board is, and how few routes there are, and how quickly the game ends… you need to get in fast, because with four players, the routes are taken so much more quickly than you think, and the path you want to take might be totally cut off. Play moves fast, as people rapidly take new cards, or claim routes, so you can pile through a game in under half an hour, then immediately line up to play again if things don't go your way.
This is part of genre of modern board games called 'deck-building games', in which each player starts with an identical small deck of cards to everyone else, and during the course of the game you'll expand your deck with new cards that you choose, so by the end everyone is competing with wildly different, wildly personal decks. You'll play through your own deck over and over, reusing its cards when you reach the end of the deck, clapping yourself on the back for all the great decisions you made as they combine in powerful ways.
The brilliant thing this game does is pair that clever basis with a race through a jungle landscape to be the first adventurer to reach the lost city of gold, El Dorado. Your ability to get there faster than everyone else depends on what abilities you stuff your deck with during the game. The land is made of up big boards with lots of hexagon spaces on, and different hexagon colours denote different terrain types, such as villages, jungle, water and impassable mountains.
Each turn, you draw a small hand of cards from your deck, and certain cards enable you to cross certain types of terrain. It means that each turn is like a mini personal puzzle as you eye up possible routes on the board to work out which takes you furthest. However, that does mean you have to draw the right cards — if all that's in front of you is water and you draw no cards suitable for that, you can't move.
But you can do something else instead: buy new cards to add to your deck! These can add powerful new abilities, or can just help you move more easily. The game comes with loads of card types, but only six are available to buy at any one time which helps to avoid the choice being overwhelming , and when a card type runs out, a player gets to choose what replaces it in the list of six, which adds a really interesting edge to your tactics — you're steering the decisions of other people as well as yourself.
The game lets you approach it in different ways then: you can choose to spend early turns buying new cards, which will mean you fall behind others in the race initially, but you get a more powerful deck for surging forward later on; you can choose to always focus on movement, edging steadily towards the goal by always picking smart routes, but will another player catch up thanks to that plane they bought?
As you buy more cards, your deck also gets bigger, which means your best cards come up less often. There are places where you can remove cards from your deck, making it more efficient… but do you waste too much travel time if you go there? Oh, and did we mention that you can't move through spaces with other players in, so you can block off players if you're feeling punchy. There's loads going on in the game, yet the rules are simple: draw cards; match symbols on cards with spaces on boards to move your piece, or buy new cards instead.
And because the board is modular, you never need to race the same setup twice. Especially since it was you who decided what tokens went in there. You're all doing this together, eyeing up each other's success as you go. But you can feel that there are four other tokens in your bag too. Do you feel lucky, punk? You play nine rounds of filling the pot, and between rounds you get to buy new tokens to go into your bag, ready for drawing next time.
The tokens have different powers and can be varied every time you play , which can result in some combinations that propel you up the board at speed… if the drawing luck is in your favour. Party games are often more social than strategic, since that tends to better accommodate having lots of people, and usually means there are fewer rules to learn.
As a result, they're often about reading between the lines, and that's never been truer than in Wavelength, both literally and figuratively. One player — the "psychic" — draws a card that will have two opposites written on it: for example, "soft" and "hard". They then spin a pleasingly chunky dial that only they can see, and a lined scoring zone will end up somewhere on the semi-circle, looking like a slightly vague speedometer. Finally, they then cover the dial so no one else can see it, and then offer a clue for their teammates to try to guess where that scoring zone is on the dial.
So if it was all the way to the "hard" end of the dial, they might say "diamond". The fun starts when, as is usually the case, the dial is somewhere between the two. The brilliance of Wavelength is that it takes an everyday activity and turns it into an enchanting game. After all, who hasn't tried rating things as an idle conversation starter?
The concept is instantly familiar yet the secrecy and vagueness of where that dial might be make it very hard to give and guess good clues. Winning does feel like it requires a near-psychic connection to think the way your friends are thinking — after all, you know where you you would put "sponge" on the spectrum between "soft" and "hard", but where would they?
The guessers will turn a needle on the dial to show where they think the scoring zone is, and then you remove the dial's cover theatrically to see how close they are! Bang on gets you the most points, but getting close gets you some points too, so it never feels impossible.
You might think that the focus on one team at a time makes it boring for the other team. But guessing is so funny, and the big reveal of the dial at the end so exciting, that it keeps everyone at the table entertained. Plus, the opposing team does actually get involved by placing a marker as to whether they think the real answer is to the left or right of the guess. They win a bonus point if they get it right. Wavelength works best as a party game with two teams and while the game suggests up to six on each side, there's nothing really stopping you playing more , but there's a cooperative mode that allows smaller player numbers to enjoy the game.
In this, you work together through a deck of seven clue cards to see how high you can score. This is great for families since it means no hurt feelings. And, honestly, you can just ignore the scoring completely if you want and simply play through cards — it's still a really fun time. For a small and light board game that contains enough strategy to play over and over, while also not being intimidating to new players, Splendor is the ideal option. It's a game of buying cards by paying a cost in gems of different colours, and every card you buy gives you more gems you can use to buy cards more easily, so everything snowballs satisfyingly as you play — the only way to buy the higher-value cards is to have a great suite of other cards in front of you.
Some cards have points values on, too usually only the more expensive ones , and when someone reaches 15 points, the game ends that round, though other players have a chance to buy one last card which could net them even more points. On your turn, you can do one of three things: take up to three gems from the central pool these are in the form of poker-style chips, and are deeply pleasing to play with which you'll use to buy cards later; buy a card using gems you already have; or reserve a card, which you can then buy and use it later, but that no one else can grab it in the mean time.
Everyone is buying cards from the same market in the middle, and any that are bought are immediately replaced, so even if you're not keen on the cards available, new ones appear as other people play. But this also means you might all be planning the same strategy, and you may find someone grabs the card you want from under you, or takes the last gem you need from the pot. Azul is a game of building a patterned wall using beautiful plastic tiles, and is surprisingly straightforward to play each turn.
Finally, you can place a tile on the Wall. Well, except that every part of that is full of twists that bring scope for strategic thinking and interesting decisions. When you take tiles, you can only take one colour of tile from one Factory Token though you can take all tiles of that colour.
Any tiles left over on the Factory Token go into the middle — and this repeats as other players take their turns. Each line must be filled with tiles of the same colour, and when filled, you can put exactly one of those tiles into the Wall the rest are removed from the game forever. But maybe those sacrifices are worth it to get something in the perfect place on the Wall….
But where you can place tiles is limited by what you did with your Pattern Lines, so you can wind up wondering what you-from-three-turns-ago was thinking, or praising your earlier self for your visionary genius. Crucially, even when that's not how it goes, it's still a lot of fun, and fiddling with its chunky plastic tiles is reason enough to buy it, to be honest.
Adorable wooden whales! Dump your friends in the water, then eat them with sharks! The idea of the game is that you all control a group of inhabitants of the island of Atlantis, which is in the process of sinking in the water. You need to get your people from the central island, made up of hexagonal tiles, over to the safe islands in the corners of the board. The key twist is that not only do you get to move your people, but you also control the various sea creatures patrolling the oceans, which are capable of destroying boats, eating people who have fallen in the ocean, or both.
Every tile also does something when you flip it — some bring more sea monsters onto the board, some give you a power-up to use later in the game, some are whirlpools that immediately destroy everything within a certain area… and one is a volcano that immediately ends the game.
It will feel a little different to play every time, because you never know when and where new sea creatures will pop up, or how your other players will choose to use them. And it's a game where it's okay to be mean — it's built right into the game!
The one possible downside is that it's possible for one player to feel like they have no chance, either through the luck of where sea creatures appear, or actions by other players, or both. But it's such a fast, breezy game that you'll be done quickly even if this happens, ready to try again. In this light game but that has a lot of pieces to spread out , one player is a ghost, and the other players are mediums investigating their murder. The ghost player has to communicate with the mediums via dreams, pointing them towards what really happened.
What this means in practice is that each medium needs to guess a correct combination of person, location and weapon very Cluedo from a selection in the middle of the table. But the ghost can't talk or gesture at all to guide them.
Instead, the ghost has a big deck of cards, each of which has unique surreal art on it. Every turn, the ghost draws a limited number of these cards, then has to use them to try to point the mediums in the right directions. This requires some major creativity: if a dream card has a soldier on it and the weapon was a sword, that's a safe bet… right?
But if there's nothing that's such a good fit, can you give them a a dream with a key in and hope them assume that metal means sword? But maybe you didn't notice there were mushrooms in the background, and one of the other possible weapons was poison, and now that medium is convinced in the wrong direction.
On future turns, you can give more dreams to the mediums, hopefully helping to narrow things down but sometimes making confusion worse. However, you only have seven turns to solve the whole murder, so don't get too comfortable. The sense of deep satisfaction you get from Mysterium is unrivalled, both as a ghost player or the medium — much like charades, when a set of clues is perfectly interpreted right from the off, it feels great. And sometimes great minds simply do not think alike.
But whether you're successful at solving the murder in time or not, you'll still want to go again straight away with someone else in the ghostly hot seat, and all new murders and dream combinations to unpack. Big-name licensed titles tend to be more about paying homage to the licence than making a great game. So it's a joy to find that Jaws is the rare fish that does both. It's an asymmetrical game, meaning different players play in totally different ways. It's also an 'all-versus-one' game, meaning some players are working to cooperatively to beat one player who's all on their own.
In this case, one player steers the toothsome wooden shark piece secretly around Amity Island, eating swimmers and probably humming the movie soundtrack. That player records where they're moving on a secret notepad, and has a small selection of bonuses that help them cause extra carnage.
Be too greedy and the other players, taking the roles of Hooper, Brody, and Quint, will track you down fast. They have ways to make the shark reveal where they are, and can lay traps to that effect, or rescue swimmers just before the shark can sink its teeth in. It's a great game… well, it's not really cat and mouse, more cat and even pointier cat, since everyone is doing hunting of some kind — the humans are hunting for the shark, the shark is hunting for swimmers. But that's just Act One! When the shark has eaten its fill of swimmers, or gets found twice by the crew and harpooned with a barrel, you flip the board over for Act Two, which is set on the boat, mimicking the finale of the film.
This is a thrilling slice of tactical action as the humans rush around trying to predict where the shark will surface and attack them. The crew has access to weapons, and the shark to horrible special attack cards — but what you get depends on your respective performances in the first round.
The two acts are like two games in one box, equally exciting, which you could even play separately if you like, though there's obviously more satisfaction to working through the whole experiences. Both are full of spills, strategy and quotable shark events. These kind of three-vs-one games are great for groups where different people enjoy competition at different levels — someone who likes to be ruthless can take the role of the shark, while people who enjoy cooperative games can be part of the human trio.
Because of this setup, it works best as either a four-player game or as a two-player game in which one player controls all three humans. Flamme Rouge is a game of bicycle racing in the early 20th century, before all the doping and transfusion scandals. In it, each player has two riders in a team, and the idea is to get just one of them over the finish line before your opponents. Each of your two riders has a small deck of cards, and every card has a number on, which is how far the rider can move in a turn.
One of your riders is a Sprinteur, and their deck has some very high numbers, but also some low ones, and some gaps in between. Your other rider, the Rouleur, has more middling numbers. Just like real bike racing, Flamme Rouge encourages you to form a pack.
Of course, it never works out so neatly. Everyone else is doing the same in secret. Then the cyclists move on the track, in order from front to back, and carnage ensues: your careful plan rapidly backfires when it turns out you're at the front because everyone else went slow… but actually that means they've saved your other rider from falling behind!
Or maybe your plan goes perfectly, but someone else predicted it and is now leeching off your slipstream. The cards you use are then removed from the game for good. But that's a big if… they might have picked up too much exhaustion to find the card they need when it really matters, or they might have used their high cards to catch up after some early missteps.
An expansion adds supports for players, plus adds cobbles as a road surface, which are really great for adding even more variety if you've already played a lot. Men at Work is a dexterity game, meaning that it's all about keeping a steady hand. The game tasks players with building up a construction site, placing girders and workers on a series of platforms that increasingly looks like a game of Ker-Plunk — and a collapse is just as inevitable as in that game….
On your turn, you'll flip a card that will tell you whether you'll place a new girder a very long and thin block or a worker a little person-shaped block , but more importantly it will tell you where you have to place that thing, and any additional conditions.
These are what make the game tricky — the card will tell you do something like place a red girder that's touching girders of two different colours, or that must be balanced perfectly on only a single support. Or maybe it'll tell you to place a worker anywhere you want, but then you have to make it so that they're carrying a small a very fiddly brick piece.
And then there are panic-inducing cards that ask you to do things like place a girder so that it's being held up by one of the much less stable worker pieces, or that makes you place a brick on a worker before you even pick it up, and then place both brick and worker on the site together.
When and it is when, not if you slip up and cause a collapse of beams and people across the site, you'll lose one of the three Safety Certificates you're issued at the start of the game. Lose all three and you're out of the game though we actually don't like this elimination rule, so we tend to just say that you can no longer win if you're out of certificates — last one left wins.
Hilariously, though, it only counts as an 'accident' if something falls and touches the surface you're playing on — it's so funny to see pieces slip and pin a worker between two girders, but because nothing touched the floor it's not technically an accident…. Given that accidents lose you the game, you'll just play super-cautiously, right?
The final brilliant idea of the game is that it tempts you into playing the riskiest versions of your turn that you can: after you've been building for a short time, a new rule comes in that if someone places a block that's the highest thing on the whole construction site, they'll get an Employee Of The Month award — if someone gets three of these, you can win the game that way instead.
So suddenly, instead of drawing a card and looking at the most sensible way to place your piece, you find yourself desperately trying to work out if it'll balance stably on the increasingly precarious top of the structure. It's a really silly game, it's really simple to play, it's just as amusing for adults as it is for kids, and it requires no brain power at all, so is ideal for times when you just want mindless fun.
Do make sure your table doesn't have a major wobble, though…. The zombie apocalypse has happened. You and your friends play as survivors, holed up in a makeshift colony, working together to complete a goal that will guarantee your safety and win the game.
Great fun in the beer-and-pretzels. There are some aspects best betting board games it which are very best betting board games. To win this huge amount of cash, all you need to do is to place games that can be substituted very close at the sites for betting. Players first bet on the horses-each of which has best betting board games family game night or a bet365 tennis betting news strategy use with lane. Dice rolls play a part that make them confident of trying their luck at different one does need to play changes, blocking, etc. For instance, some feel that this game, and some of more with your family and. In that scenario, the only those Gambling board games that this is why most players have their eyes on it. The game components are of which you deal out some of the cash cards on a race, etc. Jockeys compete to have their strategy game, perfect for a of dice than the other than the others. Long Shot is a light in determining the outcome, but there is plenty of opportunity relaxing time with good friends.Winner's Circle. A great betting game, plays in about an hour. Lots of fun. I think the Alea version (Royal Turf) is the best version, but the follow up, Winners Circle is also really good. dom.10topbetting.com › betting-board-game. The Best Betting Board Game of – Top Rated & Reviewed · HISTORY'S MOST AWARD-WINNING PARTY GAME – Over 2 million games.