Games
This isn’t a big list of every game on my shelf. These are the games I
actually pull out on real game nights. I’m starting with a short, proven
list and will add more as they earn their spot.
Best for:
Mixed groups who want something gentle and clever.
Players: 3-7
| Play time: 10–30 minutes
Energy: Casual / conversational |
Brain space: Medium | Spice: Gentle (no direct attacks, no hurt feelings)
Why I keep this on my shelf:
I’ve yet to find someone who doesn’t enjoy this game. It takes some brain power, but not as much as something like Codenames, and the cooperative angle makes it much less intense. “Cooperative” can sound boring, but Just One still gives each player enough personal challenge to hook people who aren’t exactly commune-ready.
When to skip it:
Skip this if your group is completely fried and wants zero word or clue-based thinking, or if someone at the table truly hates word games.
How to pitch it to your group:
“It’s a super simple cooperative word game: everyone writes one clue, matching clues get canceled, and the guesser has to solve it from whatever’s left.”
Additional notes:
Works especially well when people are still arriving or winding down and you want something low-stress that still feels clever.
Conversation spark:
“Which clues did you think were “obvious” that no one else wrote—and what does that say about how your brain works?”
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Best for:
People who like a little chaos and don’t mind yelling.
Players:
| Play time: 10–30 minutes (adjust the victory points to fit your time) | Teach time: ~5 minutes (super easy)
Energy: Very high / chaotic |
Brain space: Easy / light | Spice: Gentle (no real backstabbing, just frantic trades).
Why I keep this on my shelf:
This is a game everyone should know. It has a playful intensity and it gets LOUD. It might be one of the best simulations of the thing it’s based on—commodities trading—even though I’ve never actually been on the floor of an exchange. What it absolutely nails is the feeling of frantic, overlapping trades and that instant “one more round” urge.
When to skip it:
Skip this if anyone at the table hates shouting games, has sensory issues with loud noise, or is already tired and peopled-out.
How to pitch it to your group:
“It’s a fast, shouty trading game where we’re all yelling numbers to corner the market. It feels like being on a trading floor for ten minutes at a time.”
Additional notes:
Best with a table that makes trading easy—standing around a taller table or sitting/kneeling around a lower one so you can slam and grab cards quickly.
Conversation spark:
“Does this kind of chaotic atmosphere sound fun or horrifying if it were your actual job?”
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Best for:
Folks looking for competitive strategy with just enough complexity
Players: 3-4
| Play time: 1 hour | Teach time: 20-30 minutes
Energy: Quiet intensity |
Brain space: Heavy | Spice: Spiky
Why I keep this on my shelf:
My go to strategy game — a great combination of complexity and simplicity.
When to skip it:
Your brain is tired or your group is looking for party games.
How to pitch it to your group:
“One of the best strategy games of all time. Not just for nerds.”
Additional notes:
House rules:
>No robber in the first 1-2 rounds. (Get resource production moving.)
>If a roll doesn't produce anything, reroll the dice. (Keep resource production moving.)
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