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There is no direct conflict between players, which makes it a good game for beginners but also players who do not like the cut throat tactics of games like Monopoly. It also makes for a good game for couples to play as there will be no arguments or moves that may slight another player. See More
Why did the other player give that specific clue? Should you play, discard, or give a clue in return? If you give them a clue, how will they interpret it? It is these meaningful and occasionally tense decisions that make Hanabi an absolutely excellent game for couples who like to work together to solve problems. See More
The game has five possible colors, but since they aren't very bright and the background is the same, it might be difficult to tell them apart in poor lighting. There are only a few cards of each type and a limited number of clues you can receive, so misinterpreting what other players tell you can lead to huge misplays. See More
Hanabi is a truly simple and very accessible game to people of all ages. Players stack cards of one color to finish five firework displays consisting of five cards each. Players are dealt five cards that they hold outwards to other players. On your turn you can perform one of three actions – give a clue, discard a card, or play a card. By flipping one of the eight clue tokens you can point out something about another player’s hand, for example, “these cards are yellow”, “these are twos”, etc. Discarding a card restores a clue token, but you must be careful with what you discard because there is a limited number of cards of each type, you might discard a card that doesn’t let you complete the firework. If you play a card that doesn’t fit any of the current piles, then that is an illegal play, the card is discarded and one of the lightning tokens is turned over. As soon as all three lightning tokens are turned, the game is over. The game can also end when the draw pile is empty or if you successfully stack all the fireworks. See More
Hanabi could be considered an exercise in memory, teamwork, and communication, so this isn’t the game to play if you’re in a distraction full environment or if you want to casually socialize with your buddies. Furthermore, it’s important to limit your table talk because someone might accidentally say too much in a clue or pass off some important information in a remark here or there. Showing frustration or excitement about a play that someone’s about to do is also bad because it might impact the player’s action. See More
The game successfully evades the popular issue of many cooperative games where a player ends up taking over the game and telling others what to do. In Hanabi this is pretty much impossible because there is no way to see your own cards, so everyone is forced to work together. See More
The game encourages replayability because it’s one of those games that you get better at the more you play. Players will always be trying to beat their high-scores. To make the game harder or easier you can easily remove or add clue tokens or lightning tokens (extra lives). The game also has an included “expansion” – the rainbow-colored cards. These add two more possible variations to the gameplay. You can play them as the sixth color and just add 5 more points to the maximum, or you can make the game a bit more difficult by having players give clues about the rainbow card as if it was one of the five default colors. See More
The basic premise of Santorini is simple; players use their workers to move around the map, build towers, and attempt to be the first to ascend to the 3rd level of one of these towers. However, much like its more serious counterpart, Chess, Santorini has an astounding amount of depth as players move to block and trap one another all while positioning for that one winning move. Adding in the God Powers further opens up the options for interesting gameplay and in-depth strategy as players make use of one of these unique cards to give their workers special powers like building twice, moving opponents, or even removing buildings. See More
The base game of Santorini will almost always play out differently as players try different techniques and strategies for besting their opponent - different starting points, different routes, trying to build up yourself or trying to disturb the opponent. However, the game gets really interesting with the introduction of God Power cards. Adding in the 30 God Powers from the base set adds a whole new layer of variable conditions for each game and allow for a huge variety of potential combinations. Each God Card adds some sort of different rule to the game, and you must follow this instruction for the whole game. Otherwise, you lose. Some God Cards give you specialized win conditions, some allow the removing of opposing workers, and others make you specifically alternate your movement patterns. For example, the Apollo card allows a player to swap positions with the opponent. If that isn't enough, the Golden Fleece expansion adds another 15 God Cards, 10 Hero Cards, and an entirely new variant to the game. See More
From the raised, three-dimensional board to the high quality building blocks, all of the components in Santorini are top-notch. The tarot sized cards are beautifully illustrated and contain easy to recognize iconography, the main game board is made up of 3 parts that raise it up off the table and give it an excellent sense of scale, and the building pieces are fantastically modeled so that they stack together easily and look great as the city is built from the ground up! See More
Often, when one player takes a card from the central layout it reveals multiple cards beneath it that open up new options for their opponent. This encourages players to pay attention on their opponents turn. Furthermore, players need to be aware of their opponents position on the military track since maxing that out immediately ends the game in a victory for the player to fill it up. See More
Each scenario features an overarching storyline that encourages players to keep playing as they slowly uncover more and more details about the mystery that is unfolding. Each mission in a scenario is designed to reveal more and more information about the dangers players are facing while giving clues as to the nature of the mystery they are trying to solve. See More
Fantasy Flight has already announced and released several add-on packs that include new storylines, characters, monsters, and equipment, further broadening the depth and replayability of this game. See More
Arkham Horror TCG is fully cooperative as players work together to defeat the forces of evil. This is great for couples that aren't looking to compete with one another and instead would prefer to experience a unique and interesting story as they fight as a team. See More
During each Scenario players will need to complete a number of individual missions, each taking up 1 game, in order to finish the scenario. During setup for each mission they are instructed in creating an Act deck of goals to complete as well as an Agenda deck that is used as a countdown timer for the forces of evil. In order to complete the mission players will need to race to finish the tasks given by the Act deck before Agenda deck finishes counting down. This mechanic really helps make the game feel like a struggle to thwart the forces of evil before humanity is overrun. See More
At different points along each mission players will be forced to make decisions that will affect not only that mission, but the storyline overall. This means that even playing the same scenario will have different results based on the decisions made by each player. See More
High replayability due to multiple decision points and possible endings to both individual missions and the overall scenario
Whether you are trying to learn the rules to the game or honing your strategies while waiting for a friend at the bar, Mint Works has the ability to be played solo, including 4 different 'AI' players that focus on different tactics and strategies to give each play a different feel from the last. See More
When a player purchases a building tile they place it in the first space of the building dial where it has 0 uses. Each turn the dial moves one increment around, slowly increasing the number of uses each building provides from 0, to 2, 3, 4, and finally to 4 + 1gold. This encourages players to wait longer to activate each building, however, there is the risk that their opponent may use it before them since using a building returns it to the 0 use section of the dial. Additionally, if a building isn't used in the 4+ section, it is removed from the game the next time the dial rotates, which can cost players points at the end of the game. All of this leads to interesting and meaningful decisions about when to activate different buildings in order to maximize their benefit to the player. See More
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