- Copper Trade
- Draft three cards, pass, repeat. Done before your drinks arrive. No reading required.
15 min- Lantern Race
- Roll, move, laugh at whoever rolled badly. A guru can teach this one from across the room.
15 min- Twin Rivers
- Built for exactly two people, no third-wheel rules to skip. A quiet, sharp little duel.
2 players- Quiet Orchard
- A calm tile-laying duel, no dice, no luck to blame. Good for a slow weekday table.
2 players- Loud House
- Teams shout clues at each other across the table. Works best with six or eight and a bigger table.
6-8 players- Signal Flare
- A party guessing game that scales up to ten. Loud, fast, and nobody sits out for long.
up to 10 players- Iron Foundry
- A heavier economic build. Budget forty-five minutes just for a guru to walk you through setup and the first round.
45 min to learn- Long Frontier
- A full campaign-length strategy game. Plan on the whole afternoon and a guru at the table for round one.
full afternoon