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Today’s challengeThe Daily Challenge
Everyone gets the same game and one try. The best score of the day is the player of the day.
Every game in the house
46 games on six shelves. Each one has a lesson for your first turn.
Card classics
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Hearts
4 players · 25 min
Four players, thirteen tricks. Hearts cost a point each and the Queen of spades costs thirteen — unless you take them all.
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Crazy Eights
2–6 players · 10 min
Match the suit or the number, and play an eight to change the suit. Empty your hand first.
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Euchre
4 players · 20 min
Four players, two teams, a short deck and two jacks that rule the trump suit. First team to ten wins.
Spades
4 players · 30 min
Four players in two teams. Bid your tricks, spades are always trump, and make your contract without collecting bags.
Two-player duels
Four in a Row
2 players · 5 min
Drop discs into the rack. Four in a line — across, up or slanted — wins.
Reversi
2 players · 10 min
Place a disc to outflank a line of the other colour and flip it to yours. Most discs at the end wins.
Burrowmere
2 players · 15 min
Two players, no board. Place and move carved tiles of the lake shore until one Elder is surrounded.
Moonsway
2 players · 60 min
A Twilight Struggle alternative
Two courts, one realm. Play cards to spread your sway over five reaches, and keep the Truce from breaking.
Storm the Camp
2 players · 15 min
Send your party through one dungeon floor. Take rooms with stronger heroes, seal wings for relics, and storm the rival camp.
Dice and luck
Wickwise
2–6 players · 5 min
Everyone plays a candle at once. Place the fifth on a shelf and you take the wax.
Yacht
1–6 players · 10 min
Roll five dice up to three times, keep what you like, and fill thirteen boxes.
Cairnreach
2–4 players · 20 min
Throw four dice, pair them, and climb the trails. Push your luck or make camp; three cairns win.
Backgammon
2 players · 20 min
The two-player race on an inlaid board: throw, move your fifteen checkers home, and bear them off first.
Ludo
2–4 players · 25 min
Race your four pawns around the board and home. Throw a six to come out, land on others to send them back.
Brimwick
3–7 players · 20 min
Draw cards into your row and stop before a repeat spills your jar. Seven numbers fill it to the brim.
Dashwick
2–6 players · 20 min
Draft comic racers, then race them one at a time. Every racer has one silly power, and only the first two home score.
Emberwick
2–6 players · 10–45 min
A Heat: Pedal to the Metal alternative
Race steam carts on a moorland lane. Play fast cards, but a bend at high speed costs embers, and embers make your hand slow.
Tiles and words
Quillery
2–4 players · 30 min
Lay letter tiles on the paper to make words that cross. Stamped squares multiply; using all seven tiles earns 50.
Tilbrook
2–5 players · 35 min
Lay tiles to build a valley of lanes, walled villages, mills and pastures, and set your wardens where the points will be.
Glazewick
2–4 players · 15 min
Take glaze tiles from the kilns, fill your drying rows and set the fired tiles in your panel.
Larkhollow
1–4 players · 20 min
Take three wooden tokens. Grow trees, mountains and a river on your valley board. Bring the animals home.
Mexican Train Dominoes
2–8 players · 25–45 min
Lay dominoes on your own train, the Mexican Train or an open train. Cover every double, and keep the lowest total of pips.
Heathmere
1–4 players · 15 min
Take a land tile and an animal each turn. Grow heath, wood and brook. Give each animal the home it likes.
Build and explore
Tollwick
3–4 players · 30 min
Build roads across the island, raise stalls into inns, and trade for the goods you need.
Spireford
2 players · 30 min
Take cards from the season spread, build your river town and raise marvels. Win on points, by lore, or at the boundary stone.
Reedholm
2–4 players · 60 min
A Castles of Burgundy alternative
Roll two dice each day, take tiles from the lake’s jetties and grow your island of halls, cottages, boats and meadows.
Leafmarch
2–4 players · 75 min
A Great Western Trail alternative
Walk your tea caravan down the Leaf Road, build waystations, and ship your finest chests downriver.
Kilnworth
2–4 players · 60–100 min
A Brass: Birmingham alternative
Set up guild works around a lake, link the towns by ferry and then by road, and sell cloth, tools and stoneware at the market gates.
Satchelford
2–4 players · 75 min
Draw townsfolk from your satchel, set them to work, roll your cart through the valley and raise guild posts.
Lumenreach
2–4 players · 75 min
Settle glowing isles on a night sea, move glow through three jars, and link your lanterns into leagues.
Tallfield
2–5 players · 75 min
Steer wind-sleds across a storm coast of salt flats and tide channels, rake and build, and win six pennants.
Fernmark
2–5 players · 60 min
Play one guild-folk card a turn: send boats and carts through the Fernmark, build houses, trade goods, and let the seven stars count.
Tilthmere
2–5 players · 90 min
Reshape the soils of a green valley, build next to your neighbours, and let the sap rise through six years.
Quaymoor
2–5 players · 90 min
Pick a role each round: every player acts, and you get the bonus. Grow goods, build the high street and ship by barge.
Lanternfell
2–4 players · 60 min
A Lost Ruins of Arnak alternative
Lead an expedition into the fog of the Fell: build your deck, find the old lantern towers, calm the wardens and light the Beacon.
Cogsmere
1–4 players · 75 min
Build fine clocks in a lakeside guild hall. Fetch the parts, refine the drawings, prove the clocks, and keep the Guildmaster pleased.
Milehollow
2–5 players · 20 min
Pave the post roads of the Milehollow with your waystones and carry sealed letters from town to town.
Fabulary
1–5 players · 45 min
Fill your bestiary with creatures of legend: each creature makes its row stronger, and the best bestiary wins.
After the Ash
1–5 players · 60–120 min
A Terraforming Mars alternative
Wake a kingdom under ash. Play cards to raise warmth, bloom and springs, and build groves and towns on the Vale.
Questhall
1–4 players · 40–75 min
A Dune: Imperium – Uprising alternative
Hire heroes, send envoys into a free city and win each season's monster hunt. The first company to 10 renown wins.
Fernglass
1–4 players · 75–100 min
Build beds and glasshouses on your garden plan and grow rare plants. Visitors and care race toward each other, and the game ends when they meet.
Throneholm
1–4 players · 30–60 min
An Old King's Crown alternative
Bid in secret for favours, lay hidden cards in three lands and win the contests. After five years the house with the most prestige takes the Stone Seat.
Co-op games
Pinholm
2–5 players · 15 min
Read your own rack, name a number and set the lock pins as a team, before the bell rings.
Candlecrown
1–4 players · 20–45 min
Explore a barrow as one team, beat its monsters, lift the crown and carry it out before the candle burns down.
Wherrymere
2 players · 15 min
Two players, one barge. Place your hidden dice on the deck and bring her to the berth before the tide runs out.
Vale Wardens
1–4 players · 90–120 min
Wake as the old wardens of a green valley. Play charms together and drive the cold Gloom back before the land withers.

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House rules
Sealed seed9f3a c21e 07b4 e8d2 51aa✓Fair, and you can check it
Every shuffle and every roll comes from a sealed seed. After the game, open it and replay every move yourself.
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