Battleship
Sink every other fleet. Two to ten admirals, everybody fires at the same time.
Battlesoop · Nov. 3, 2026, 12:04 a.m.
Multiplayer board games: play with friends or with whoever is around.
Sink every other fleet. Two to ten admirals, everybody fires at the same time.
Surround the enemy queen bee. A board game without a board, for two.
Dig, grab the coins, dodge the falling rocks: alone on the ladder, or two to four in the same cave.
Drop your discs in turn: the first to line up four, across, up or diagonally, wins. For two.
A team of burglars, each with a row of hidden keys: match them in pairs before the alarm goes off. Everybody wins or loses together, 2 to 5 players.
Get rid of your cards first to become the President: beat the table with higher cards, or pass. The Scum gives their best cards away next round. 3 to 8 players.
Everybody plays a card at the same time; each goes at the end of a row. The sixth card of a row takes the five others and their points: the fewest points win. 2 to 10 players.
Hide good apples and one rotten apple in your pile, then bid how many good ones you can taste. Bluff, and bite no rotten apple! 3 to 6 players.
Draw a character, play one, and work out who holds the Keeper. Knock the others out or hold the highest card at the end. 2 to 6 players.
Roll four dice, pair them, and climb the trails they add up to. Push your luck or stop to make camp: a bad roll and the climb is lost. Win three trails. 2 to 6 players.
Match the colour or the number on the pile and be the first to play your last card. The Chameleon changes the colour. 2 to 8 players.
Roll five dice up to three times, keep the ones you like and write them into your ledger: runs, pairs, a full house, five alike. 2 to 8 players.
Take every pane of one colour from a crate, lay them on your ledges and set them into your window: rows, columns and colours score. 2 to 4 players.
Trade spices, buy stalls that make every later purchase cheaper and win the favour of patrons: the first to 15 points ends the game. 2 to 4 players.
Roll your dice in secret and tell ever taller tales about the catch on the whole table, or call the last one. Whoever is caught out loses a die; the last angler with dice wins. 2 to 6 players.
Roll the die and race your four mice around the kitchen to the cheese. Land on another mouse to send it back to its hole. 2 to 4 players.
Lead your ten frogs across the star pond to the bay opposite, hopping over every frog in the way. 2 to 6 players.
Sow your hazelnuts around the tree, one per hollow, to fill your stash. Land in your stash to play again, in an empty hollow to take what lies across. 2 players.
Take tricks at the picnic but leave the hearts to the others: every heart stings, the queen of spades stings 13 times. Fewest stings win. 3 to 6 players.
Set your fireflies on the meadow at dusk: every line of the other colour you flank between two of yours lights up in your colour. Most fireflies win. 2 players.
Lay your ants on the leaves of the pond, one a turn, and be the first to link your two banks with an unbroken path. 2 players.
Lay your ladybug tiles end to end, spots against matching spots, and be the first to empty your hand: you score the spots left in the others' hands. 2 to 4 players.
Put up fences one at a time; close the fourth side of a paddock to claim it and play again. The most paddocks win. 2 to 4 players.
Take mushrooms from the stall one at a time and sell them by kind: the rarer, the dearer, and the first big sale of a kind wins its basket. The most points win. 2 to 5 players.
Race your fifteen beetles along the log and off its end before the other colony: the dice say how far, and a lone beetle can be knocked back to the start. 2 players.
Place your nine spiders on the web, then move them along its threads: three in a row catches a spider of the other colour. Down to two spiders, or stuck, you lose. 2 players.
Lay a card of the same suit or the same number, and be the first out of cards: an 8 goes on anything and names the suit, a 2 makes the next player draw two, a jack skips them. 2 to 6 players.
Grow the four suits in rows from their 7s, one card up or down at a time, and be the first out of cards: hold back the cards the others are waiting for. 2 to 6 players.
Ask the others for a rank you hold: they hand over all their cards of it, or you draw from the nest box. Four cards of a rank make a nest; the most nests win. 2 to 5 players.
Move your pieces diagonally and jump over the other colour to take it: taking is a must, and a piece reaching the far row is crowned. Take or block every piece of the other colour. 2 players.
Draw a card, lay sets of one rank and runs of one suit, add to the melds on the table, then discard: the first out of cards wins. 2 to 6 players.
Promise each round exactly how many tricks you will take, then keep your word: a promise kept scores 10 plus the tricks. 3 to 6 players.
Play a card to take the table card of the same value, or cards adding up to it; clear the table for a sweep. Diamonds, 7s and the most cards score. 2 to 4 players.
The owls lead their king out of the siege to a corner of the square; the ravens try to catch him first. Birds move like rooks and are caught between two of the other side. 2 players.