Category Archives: Top 10 Family Games

All Time Top Ten Family Games (Still in Print)

This is an important topic! Board gaming is experiencing a renaissance, and more and more, “mainstream” shoppers will be looking to “experts” in the tabletop gaming industry for recommendations. It’s important we learn to speak the same language and not be all over the map (despite the fact that we are, literally, all over the map) when we are discussing certain aspects of our increasingly popular hobby. SCROLL DOWN FOR THE LIST ITSELF!

In my last post on the subject, I laid out four criteria that should be considered for making a “family” game: Cross-Generational Appeal, Bonding Elements, Family Friendliness, and Simplicity. There are MANY games that meet several of these criteria extremely well, and those games exist on many lists of favorite family games, but in order to make this list, a game has to meet ALL FOUR criteria.

Cross-Generational Appeal seems obvious enough, because a family is by definition a multi-generational group. A great family game is one that can be engaged in and enjoyed by the kids, the adults, or the seniors, and most importantly, by everyone at the same time. There is a natural social barrier between youngsters and oldsters that a great game will help break down, sometimes by allowing kids to show sophisticated strategy or a demonstration of knowledge, and sometimes by allowing grandpa to cut loose, relax, and laugh. Or vice-verse. The key is a game that every player has equal access to, is equally challenging to everyone, and is equally likely to result in a satisfying challenge or a laugh. There are all-time great party games that families have always enjoyed, but they’re often best enjoyed with age-mates who know the same references and are more likely to have equal skills or knowledge. On the other hand, games typically considered “family games” are actually just kids’ games, and are not equally challenging, fun, or appealing to adults.

Bonding Elements exist in games that offer the opportunity for players to engage their own wits, or games that involve funny situations or references that everyone can laugh at – and nothing bonds like sharing a good laugh. The right game will instantly melt a generational barrier, and memories are made that can literally last a lifetime. Another angle on bonding can arise from thematic games, if it’s a theme the whole family is already attracted to. Team games (sometime requiring a bending of the rules) are often great ways to pair up people from different generations, and the anxiety and exhilaration brought on by game situations has a way of cementing relationships. There is a whole “new” (not really new, but now much more visible and popular) category of cooperative games that pit the players against the game itself, and there is nothing like a common struggle to bring people together. In any case, the players are emotionally involved at the same time and at the same targets.

There are some great games that are R-rated or worse. Some games have sexual content (e.g. Cards Against Humanity) or exceptional violence (e.g. Kablamo) that are simply inappropriate for kids. Still other games have a cutthroat element that would be unseemly between adults and kids if used as intended (e.g. Diplomacy). A great game is therefore Family Friendly. Even if the kids are old enough to deal with certain topics, older generations often feel embarrassed to find out about it. It is often hard for even a 20-year old to play the sexy santa card in from of Grandma. There is not much more awkward than a bewildered kid at the table when these topics arise, and the enjoyment for all is lessened as a result.

Finally, the rules and strategy of the game must be relatively simple. Simplicity kind of goes without saying, but the recent wave of board games are often good because of the interesting complications they introduce. Unfortunately for many, that puts them beyond the reach of children or intellectually challenged adults, or even those many, many adults who are too impatient to read more than a page of rules. If it’s not relatively easy to play right out of the box, and it can’t be taught quickly by a knowledgable player, then it’s less likely to be a great family game. On the other hand, too simple may simply not be challenging enough. Every player should actually have the ability to intentionally affect the outcome of the game.

This list is based on the four criteria I listed above. There are MANY games that are great with families, but these meet all four criteria, and would unfailingly provide challenge and fun for any family. I break them up based on number of players because that of course results in very different contexts for gaming. I also only included games that are on the market:

2-player games 4-player games 5-8 player games 9+ player games
Mastermind Cornerstone Scotland Yard Telestrations
Qwirkle Pit Apples to Apples
Rummikub Uno Werewolf/Mafia

2 player games:

– Mastermind (Pressman) Lots of two player games are fun, but they are usually battles of wits. So let’s face it – adults have an overwhelming advantage over children until the child becomes very experienced. Chess, Checkers, Stratego, and many other very good games are imperfect for families because if it’s complex enough for an adult to enjoy, a child will usually be at a disadvantage. Not so with Mastermind, in which one player sets up a code based on colored pegs that the other player must try to decode in a minimum number of turns. Siblings can play each other, parents can play their kids, and grandparents can play their first grade grandchildren and still enjoy it. It’s centuries old and it’s a game that every household should have.

– Honorable Mention: Chess and  Checkers and Backgammon and Chinese Checkers. These are easy and can be challenging, and exist in many many incarnations everywhere. Every home needs them.

3-4 player games:

Rack-O (Milton Bradley) This game goes back to 1956, and consists of cards numbered 1-60. Players alternate drawing cards and placing them in one of ten slots in their specially designed rack, with the ultimate goal of being the first to get all ten cards in order. The rack is initially filled in a random order, and on each turn players decide whether to draw face-up from the discard pile, or from a face down pile, and then where in their rack to place it – and thus which card to discard. It’s simple, challenging, and after one or two plays any advantage an older person might have is gone.

Cornerstone (Good Company Games) A more recent addition to tabletop gaming (2008), Cornerstone combines building skill with pawn movement with probability. Unit blocks consist of 1-6 units in various shapes and composed of checkerboard-pattern sequences of cubes of natural wood and cubes that are one of four colors (one for each player). Players roll a die to determine which piece they must use (1-6 units), then add it to a common tower in such a way that it maintains a checkerboard pattern, THEN they must try to move their pawn across neutral or own-colored blocks to occupy the highest possible position, one step at a time. This game can be enjoyed by just about anybody – it requires some physical skill but not a lot, some strategy but nothing complex, and it gets very tense, especially towards the end.

Qwirkle (MindWare, 2006) is another relatively recent board game, which shot right through the independent outlets into mass retail. Qwirkle is essentially a rummy-type tile-laying game, in which players alternate the placement of tiles to create interlocking rows and columns of tiles that have either the same color and different shape, or the same shape and different color. Points are scored for laying tiles and for obtaining a “qwirkle” – a lineup of six tiles, six being the number of different shapes and colors. The set-making requirement of Qwirkle is simple enough for youngsters to grasp right away, the tiles are large and easy to manipulate for young and old hands, and the patterns that result from gameplay are attractive.

– Honorable Mentions: Scrabble should be in every household (see chess etc above), even if adults have a decided advantage over kids, and some people love word games more than others.  Labyrinth is a game of shifting passages that has been around for several decades and is universally loved. Sequence is another game that lends itself to family play very well, and can be played in teams. Blokus is a colorful tile-laying game that’s easy to learn and play but probably favors adults. Pandemic is a relatively new, cooperative game that is on many lists of favorite family games, but it’s a little complex (can’t be explained in just a few minutes), and while children can keep up, it’s the adults who stand a better chance at leading to a win.

5-8 player games:

Pit (Parker Brothers, 1904) is a personal favorite of mine. Any group of 5-9 can grab this game and play. It only takes a minute to explain, it’s fast-paced (but even the slow have a chance to win), and it’s loud. It pretty much embodies the aspects of a lively family get-together. Pit is based on commodity trading. There is a 9-card hand of commodities (such as sugar, wheat, corn, etc) for each player in the game; all cards are shuffled and redealt, and at the sound of a bell players start trading in order to try to achieve a full hand of a single commodity. Trading is done with any other person at the table,  one trade at a time, for up to three cards (of a single commodity) at a time. When a player does “corner the market” they yell “Pit” and the round is over. Different commodities gain differing point amounts, and those points go to the winner of the round. This is a game that granddads and granddaughters can play, with sibings and parents and cousins of any age joining in, and it’s hard to play without a lot of laughs.

Uno (Mattel, 1971) is typically seen as a kids’ game, most likely because it’s so easy to learn and so easy to carry around (It’s just a deck of cards). But adults can play and enjoy it just as well, and any age range can easily sit down and have a fun time playing. It involves several decks of various colors with a range of numbered cards as well as “penalty” cards in each color and wild cards. The goal in each round is to be the first to go out, and failing that to minimize the number of points in your hand. The fun of Uno stems from the penalty cards. They are worth more points (so getting them stuck in your hand is very undesirable), but they alter the game by reversing the order of play, requiring a player to pick up extra cards, or skipping the next player. There is also a wild “draw four” card that has ruined many a game for a player about to go out. This game has been around for a while, and exists in many different forms and variations today.

Scotland Yard (Ravensburger, 1983) is a cooperative game – mostly – because one player acts as a criminal and the other players team up to capture the the first. Play begins on a map of London, where the criminal (“Mr X”) is hidden and the “detectives” are spread out. Each player has a set of transportation passes: Taxi allows movement from one block at a time (node to node) on the map, bus allows movement several blocks at a time, and subway allows movement many blocks at a time. Mr X will move several times, only revealing his mode of transportation, then “surface” after three moves and then every five. This leaves the detectives to deduce the criminal’s future location, which, in order to capture Mr X, they must land on while occupied. Mr X also has a couple of “boat tickets” that allow escape by river, and two 2x move tickets that allow two moves at once. All in all there is a lot of positive energy (tension and release) and a great opportunity for adults and kids to work together to find the criminal, not to mention the logical thinking inherent in the game.

Honorable Mentions: Lest I forget, Dominoes and Playing Cards are must-haves in every home. There are unlimited possibilities for domino and especially card games, and many gaming families have their roots in card games. Clue is a classic for a reason – another game that involves logic, and never fails to offer a challenge for all ages. The 5-8 player category is absolutely FULL of great, newer generation games that would be suitable for many families (if not all – the young don’t stand a chance to win a fair competition against their elders). Some popular titles include Ticket to Ride, Carcassone, and Settlers of Catan. Finally, there is a slew of new cooperative games that are a lot of fun to play and are also family favorites according to many other lists: Forbidden Island, Forbidden Desert, and Flashpoint each require players to work together and beat the game – and winning almost always comes down to the last possible play or two, so they are exciting.

9+ player games:

Werewolf/Mafia (1986): In the now classic parlor game of Mafia from 1986 and nicely packaged in various ways today (i.e., Werewolves of Miller’s Hollow; Asmodee, 2001), Players gather in a single room and face each other, while the moderator sets the scene of alternating days and nights. Players are randomly and secretly assigned a role as either an innocent or a killer (mafioso or werewolf). At night, the town goes to sleep (all shut their eyes), then the bad guys awaken and silently indicate to the moderator their choice for the next victim, who is then informed by a tap. When morning comes, the victim is discovered and the troubled innocents choose who will hang for the crime. The bad guys have to blend in and try to avoid being hanged, while the innocents have to try to identify the bad guys and hang them. This is all in all an intense but very fun game, and there are many variations on it. Kids can participate as readily as an adult, and any number that can fit in a room is okay.

Apples to Apples (Out of the Box, 1999) almost immediately became a family favorite when it came out. Its then unique mechanism of players matching noun cards with target adjective cards in the hopes of a single “judge” liking your match best has been imitated a lot since then. It did originally suffer from the problem of younger players not being familiar with the subjects of every card, but kids and then family versions came out, and now there are many variations. Kids and adults alike are unfailingly amused to see what card combinations are made, as well as the reasons people might give for choosing one match over another.

Telestrations (USAopoly, 2009) is relatively new, but just like Apples to Apples, it soon became ubiquitous. It originally played just 6, but a few years late they published a 12-player game, and as in any good party game, the more the merrier. It is essentially a variation on the old “telephone game:” players start with a word or phrase written on a spiral pad, which is then passed to the next player. The next player attempts to draw what the first player had written, and passes the pad to the third player, who then writes a word or phrase to describe the drawing. Player four draws it, player five writes it, and so on around the table. Just as the telephone game (which is simply the passage of a message around a circle) results in garbled or wholly different messages, the final result of a round of Telestrations is rarely   identifiable – but it is almost always hilarious. The whole family can play (or it can be played by age-mates alone), everyone plays at the same time, and everyone has a good time without fail.

Honorable Mentions: Games of 9 or more people are almost by definition party games, and most party games are adaptable (either by editing or teaming up) to children. Some, however, are better than others, if not as good as my top three choices. Charades-style games in which teams try to guess a target item from a clue-giving teammate are great: Taboo, Time’s Up, Catchphrase, and Reverse Charades are all a lot of fun. Trivia type games are good when either designed with kids in mind (Kids versus the Grown Ups) or when even teams are possible (20 Questions, Trivial Pursuit, Wits and Wagers). Games involving manipulation, drawing, or skill are also fun when edited or with teams: Cranium, Pictionary. A couple other very unique games are worth mentioning: Set involves the speed-identification of sets of matching or mutually exclusive elements, and Headbanz is the board game version of the old 20 questions game, in which players ask yes/no questions to deduce the identity of a card held on their own headband, for all others to see.

So there it is. I welcome real conversation about this list and my criteria, as opposed to votes for this game or that game. I wouldn’t hesitate to recommend these games to ANY family, whether they are serious board-gamers or just looking to do something fun over a holiday weekend or on a slow weeknight. Either way,

 

Pit

If your favorite kind of game night is loud, fast, rambunctious, and full of laughs, then Pit (1904, Parker Brothers and others; $12; 3 to 8 players) is a must have. Read that year again: 1904. Pit has been around for over 100 years, and has changed only in the slightest ways – it is essentially the same game that was played by Americans when Teddy Roosevelt was President, and it is just raucous fun.

                          

The premise of the game is that players act as commodities traders on the floor of the commodities market, and actively trade cards in order to “corner” the market in one of the commodities. In actuality, each player starts each round holding 9 (or 10) cards. The cards consist of 8 different suits, which are currently corn, coffee, oats, soybeans, wheat, sugar, oranges, and barley. There are 9 cards of each suit in the deck, and the goal of each player is to trade cards in order to obtain the 9 cards of a chosen commodity. Trading is accomplished (and this is the fun part) by choosing one, two, or three cards of a single type of commodity, showing them face down, and shouting out the number of cards to trade – in the hopes that another player will want to trade for that same number of cards. The swap is made face-down by the two players, who each then look to see if they have gotten the cards they were hoping for. After a short while, one player will manage to trade for all 9 of a certain commodity, at which time they yell “Corner (commodity)”, and the round ends. In the standard game, there is a “Corner” card that is claimed by the winner. In the deluxe version, there is a hand bell that is rung to signal the end of the round. Each commodity is worth a different number of points, so the winner of the round gains the points listed on that commodity. Play is supposed to continue to 500, which is more difficult when there are a lot of players.

 

There are two cards that are NOT commodity cards, but represent the market itself: the Bull card, and the Bear card. The Bull represents a strong market, and can be used by any player to substitute for any single commodity card (thus it would take 8 commodity cards plus the Bull to corner the market). The Bear represents a weak market, and it is an obstacle to cornering a market because the holder of the Bear card may NOT claim a cornered commodity; they must instead trade away the Bear card, even if the other 9 cards they hold are the same. When the Bear and Bull cards are used, each round two players will receive 10 cards. As noted, the Bear prevents a corner, but the Bull allows a corner with 8 cards. However, if a player manages to get all 9 cards of a commodity as well as the Bull, they get double points. But if a player is holding either or both of the Bear and Bull cards when someone else corners the market, then they count against that player. These cards can be traded singly or in combination with another single commodity.

Pit is simple and fun, and as such it’s perfect for either family or friends. Wherever people get together and have no problem letting their hair down and laughing and shouting at each other, Pit is a perfect choice. It’s a good icebreaker game as well, as it immediately lowers inhibitions and demands engagement, but always in a positive way. If I had to guess I’d say I expect to see it around in the year 2104.

Uno

Don’t know why it took me so long to write about it – I probably figured everybody already knew about it. If you’re reading a board and card game blog, then you have definitely enjoyed Uno (1971, Mattel and others; $6, 2-10 players) at some point, or some period, or all of, your life. But I’ve crowned it my #1 family game, so it’s just irresponsible to not have it discussed here. Someone might come along who hasn’t played it before, and wonders what the fuss is all about. So here it is: Uno. Uno is basically a commercial version of the traditional card game Crazy 8’s. Players start with seven cards, and go around the table playing one card at a time onto a discard deck. The card must be of the same color (i.e., suit) or rank, or it must be a wild card, in which case the player can name the new color. The goal each round is to be the first player to empty his/her hand – which can only happen after they have ONE (Uno!) card left. The beauty and fun of the game is in the surprise cards. Each color contains a few each of the Skip card, that prevents the next player from taking a turn, the Reverse card, that changes the direction of play, and the Draw Two card that forces the next player to pick up two cards instead of discarding. The ultimate surprise card is the Wild Draw Four Card, which can be played onto anything, and requires the next player to pick up four instead of discarding. That’s all there is to it – it’s not entirely random, but there is no controlling what card you’ll pick up next, or what your neighbors will do to you. The bottom line is that it’s a lot of fun and can be enjoyed by adults, kids, adults and kids, and so on. It comes as a deck in a thin box and is entirely portable, and it’s enjoyed all over the world. It also comes in literally hundreds of variations, and has featured many, many licensed entities. And for a $6 game, there is no reason why every house shouldn’t have an Uno deck.

Cornerstone

If there is a person in the house who claims “I’m not a game person” (and every house seems to have at least one and often several), watch how they react when they witness a game of Cornerstone or Cornerstone Essential (Good Company Games, 2010). Cornerstone looks like a toy – and it probably could be considered a toy, except it comes with rules for up to four players and victory conditions, which means it’s really a game.

But this game has broader appeal precisely because of its toy-like qualities: it involves building with blocks and then using little people (meeples!) to climb on the resulting tower. How is that not fun?! The whole point of the game is essentially to be the king of the structure by the time it’s completed, or else to be at the highest point when the structure falls down. So it’s building blocks mixed with king-of-the-hill, and I challenge any fuddy-duddy daddy out there who thinks he’s too cool to play a game to ignore this while it’s going on. It can’t happen!

It isn’t a block-building free-for-all, however. Each player takes one of the four colors and two special wooden rings. The four-block neutral starter piece is laid on the table, and players start playing on it – and this is where it gets interesting. Each player has twelve building blocks with which to add to the structure, but the building blocks vary in terms of how many unit blocks they are composed of, and there are two of each. For example, there are two building blocks that consist of one unit block, two that consist of two unit blocks, and so on up to the two that consist of six unit blocks. On each turn the player must roll two dice, and the resulting roll of the two dice give the player two options for which building blocks to choose (doubles allow you to choose any block). If a player rolls a two and a four, for example, that player may choose to build with the 2-block building block or the 4-block building block.

The placement rules are such that, when adding to the structure, one full face of a block must be in contact with at least one other full face of the existing structure, such that the resulting structure retains a checkerboard pattern. In other words, a solid face must go against a clear face, and vice-versa; neither clear faces nor solid faces may touch each other. Once a block is added successfully, the player may (and should, if everything is going well) move his/her meeple to any spot perceived to be advantageous through the upcoming opponent turns. Meeples may move only one block at a time, any distance, but they may only move vertically if there is a single step with which to do it or horizontally if they are adjacent to that block. They may not jump up two or more blocks, and they must be directly below the vacant space they want to occupy (they may not move diagonally across and up in one turn). Meeples also may not move through a block that is occupied by another player.

That is the essence of Cornerstone! The “Essential” version is pretty new on the market (as I write this), and it contains the wooden rings, two of which are held by each player. They each represent a special move: when played, a ring allows a player to either jump two vertical levels instead of one, or else it allows a player to move through another player who may be blocking the path. These do alleviate the occasional problem of being totally sealed off on a ledge, or worse, a cave, thanks to other people’s blocks, but there are only two that each player can use throughout the game.

Although it doesn’t appear to be a game heavy in strategy, some players are extremely deliberate about which die roll they use, and precisely where to put the block they have chosen. If the tower is knocked down, the offending player has lost the game, and, of the other players, the one with the highest meeple at the time wins.

I like this game, and have listed it among my top ten family games because it is fun for members of every demographic. It can be played by kids alone, by teens alone, by adults alone, or else by the whole family at once. And it can be just as fun for each group alone. It’s a safe bet for ANYONE in the family!

 

 
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Imaginiff

For a while, when Facebook was really becoming more well-known, it offered a series of very popular quizzes, such as “What animal are you?”, or “What 80’s band are you?” In these quizzes you would answer a series of questions and then be given an answer that supposedly had something to do with your core identity (Oh please let them say I’m a bear and not a shrew!).

Imaginiff (Buffalo Games, 1998) is the same game, but it was around first and it allows players to lay those assessments on each other instead of wading through a questionnaire. The beauty of Imaginiff, which it shares with certain other great games (Scattergories, Balderdash), is that it has taken a game that people have played for years, given it a definite form and definite rules, and put it in a box for everyone to enjoy.

The key component of the game is the deck of cards that provide a list of six items within a particular category:

The basic mechanism involves players identifying the item on each list that applies to other players. To demonstrate, consider a friend, and answer the question: “If your friend were a cable channel, which one would s/he be?” The options are: Comedy Central, The Playboy Channel, CNN, The Discovery Channel, ESPN, or The Sci-Fi Channel. It’s fun enough to try to place our friends and family members in these categories, but it’s even more fun to talk about our choices, or consider out loud why one is better than the other.

Being able to involve people who aren’t there is one feature that makes this game more interesting, because if there are only 3 or 4 present for a game it provides a satisfyingly easy excuse to talk about other people. And that’s something that already comes naturally to just about everybody.

Points are awarded based on matching answers; each round, one person is chosen, a card is read (in reference to that person), and other players choose the best match. Those players who have the most matching answers are awarded points, and move on the board. The fun, of course, is in considering the answers and then defending them. In my experience it is just as fun to grab the cards and read them aloud, then enjoy the debate. But since the board gives structure and an endpoint to the game, it is still useful.

I consider Imaginiff one of my top 10 family games, because it offers such a playful way to interact with people we know well. It has a nice blend of tension and release, it is (mostly) playable by younger people (as long as you ignore the more difficult categories), and it is conducive to inter-generational play – but it’s also good to get parties started. With the exception of the hardcore strategy gamers, I can’t think of too many game shelves where this game would be out of place.

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Sequence

Sequence (Jaxx, 1982) is one of those rare games that can be fun for, say, a grandchild to play with a grandparent, or for two adults, or even for two kids. It’s very simple to learn, has a classic, attractive look, and appeals to all ages.  It is easily one of the best “entire family” games on the market, and has been a solid seller since it was introduced.

The playing board consists of a 10 x 10 grid, where each space is represented by one of 96 playing cards (each corner space is a “free” space). There are two decks of cards, and with the exception of the jacks, two representations of each card are on the board (52 x 2 = 104; 104 – 8 = 96). The jacks are not depicted on the board, and are considered wild cards. See the pic below; notice that the two of clubs occupies a spot in the second and in the fourth row.

Image courtesy of boardgamegeek.com user EndersGame; http://www.boardgamegeek.com/user/EndersGame

Players start with hands of five cards.  The goal of the game is to place five of your chips in a row, and a player gets to play a chip simply by laying down one of the playing cards and setting their colored chip on one of the two corresponding spaces on the board. After a chip is played, a new card is drawn, and so on.

Jacks are wild, but not all jacks are equal. The two-eyed jacks allow a player to place  a chip anywhere on the board, but one-eyed jacks allow a player to remove any card from the board. This of course means that any one spot on the board can be covered by the two regular cards of that type, or else the four two-eyed jacks in the deck, while the one-eyed jacks guarantee that no played chip is really safe.

Image courtesy of boardgamegeek.com user EndersGame: http://www.boardgamegeek.com/user/EndersGame

The simplicity of the game and ease of instruction, along with its classic look have made Sequence a very popular game. There is a large group of people who have no interest in board games but will go out of their way to play a playing card game – and this is one board game that appeals to those people. There are variations, as well, such as the deluxe game (pictured below), a travel version, and more.

Something about the design and play of Sequence makes it really reminiscent of old-time card games (Tripoley and Rummy Royale both come to mind) – where the luck of the draw is a major element, but playing the right card at the right time is critical to success. But that is probably what makes it so popular among the older generations, and that is why I would also suggest it as an excellent game for parents or grandparents – in addition to being a great basic game the whole family can enjoy.

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Encore

Who hasn’t played this game at one time or another, without the help of actual cards, or a board? My brothers and I, and now my wife and I, routinely try to stump each other with lyrical trivia.  Any music lover would like Encore (Endless Games, 1989). This is the kind of party game that nobody really wants to start playing – who wants to show off their own tone-deafness, after all? – but ends up getting everybody gathered around, laughing, and contributing a song or two from their own repertoire.

The game very simply requires each team to identify and sing lyrics from a song, at least six words in length, that include one target word that is drawn randomly from the deck. Teams alternate on the same word until one team fails to come up with an original answer, at which point the other team wins the right to move closer to the end.

There is a newer version of Encore out (first picture), but we played the older version (pic number 2), and because the old tunes are still around, it was still full of relevant words. Unfortunately, I can’t offer an opinion on the cards available in the current edition – but I honestly have no doubt the target words are a decent sample of easy, difficult, and in between. In addition to the word cards, the game comes with a board,  a die, pawns, and a marker.

The target cards are shown below – each listing five everyday words. On one team’s turn, the die is rolled and their pawn moved; the color of the space they land on refers to the colored word on the card they must play. That team them must come up with a song including that word, and sing at least six lyrics that include it. Once they do, the other team must come up with a different song. Turns alternate until one team appears stuck. At that point the other team can impose a time limit (20 second sand timer), but if that first team comes up with a song, the other team then has a time limit as well. Once a team fails to come up with an appropriate answer, they lose control of the dice.

The yellow spaces on the board correspond to “category” questions, and are self explanatory. Otherwise there is nothing special about the color categories on the cards.

Encore is billed as a game for music lovers, but it really is a democratic game, with musical elements for the whole family. As bad as people might consider their singing to be, once among friends all bets are off, inhibitions are cast aside, and it’s all about laughing and enjoying the company.

This is an easy game to recommend to just about any group. The fact that players are matching their own repertoires against the word in question makes it appropriate for any age group (over 8, that is) and any English-speaking country. It is definitely a nice family game, because it can bring people together across generational lines.

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