Thirsty's RVA — Game Library
Thirsty's RVA
Richmond, Virginia · Southside · ThirstysRVA.com
172 games in the Thirsty's Board Game Collection — all free to play
Game Library
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Every Tuesday · 6:30pm
Tuesday Game Night
Open gaming from our full library. All skill levels welcome.
Monthly · Third Wednesday · 6:00pm Sharp
Deception!! Night
A dedicated evening of hidden role and social deduction gaming. Watch for the monthly announcement.
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The Menu
★ = expansions available  ·  player counts in parentheses  ·  games listed in multiple categories where relevant
The Catalog
Alphabetical · full descriptions · ★ expansions listed below each entry

A

Among Us4–15 players · 20–40 min · Digital · Xbox
The social deduction phenomenon. Crewmates complete tasks on a spaceship while hidden Impostors sabotage and eliminate them. Discuss, vote, and eject suspects. Free to play on phones — no controllers needed, just the Xbox on the TV.
Archeologic1–4 players · 40 min · 7.4
Tile-laying puzzle game with an archaeological theme. Players excavate and reconstruct ancient sites by strategically placing dig tiles. Clean design, satisfying spatial reasoning.
Attack2 players · 20–40 min
A rare asymmetric marble strategy game — almost certainly a small-press or handmade original, likely from the 1970s or 80s. One player controls 24 attackers trying to occupy the 11 spaces of a defended zone; the other controls just 2 defenders who must stop them. Attackers move forward only; defenders move in any direction and can jump and capture attackers checkers-style. The catch: if a jump is available the defender must take it, and if they miss it, the attacker can capture and remove one of the two defenders. A marble variant of the medieval Fox and Geese family of asymmetric hunt games. A genuine one-of-a-kind piece.
7 Wonders 3–7 players · 30 min · 7.6
Draft cards across three ages to grow your civilization's wonder, military, commerce, and science simultaneously. Plays 7 with almost no downtime — everyone acts at once. Leaders adds a draft of legendary historical figures at game start, each granting a unique ongoing ability that shapes your civilization's strategy from turn one.

Leaders (1st Edition)

7 Wonders: Duel 2 players · 30 min · 8.0
Head-to-head civilization building with three distinct paths to victory: military conquest, scientific supremacy, or civic prestige. Tighter and more confrontational than the original. Pantheon lets you recruit gods for powerful one-time divine abilities that can swing turns dramatically — from extra shields to chain actions to direct military strikes.

Pantheon

Abalone2 players · 30 min · 6.4
Push your opponent's marbles off the hexagonal board using numerical advantage. Simple rules, deep play. Two copies available.
Altar Quest 1–4 players · 60–120 min · 7.8
Cooperative modular dungeon crawl from Blacklist Games. Each player controls a hero with their own card deck; choose a quest, threat, and villain deck — all pre-assembled, no sorting — then mix and match for massive variety. Lurker cards pull from your whole collection, keeping encounters fresh. The Stretch Goals box adds extra quests, heroes, and villains including content designed by Isaac Childres of Gloomhaven.◆ Stored above the hutch — ask a member of staff

Stretch Goals Box

Arkham Horror1–6 players · 3+ hrs · 7.5
Cooperative investigation and survival in Lovecraft's Arkham, Massachusetts. Each investigator has unique stats, skills, and equipment — drawn from Lovecraft's cast of professors, drifters, and psychics. On your turn you move through locations gathering clues and allies, while gates to otherworldly dimensions tear open and monsters pour into the streets. An Ancient One stirs beneath it all, and if enough gates open, you lose. Long, complex, and deeply atmospheric. The longest and heaviest coop in the library — best reserved for a dedicated game night.◆ Stored above the hutch — ask a member of staff
Arcane Academy2–4 players · 30–45 min · 6.9
Draft dice and use them to build a magic school — placing tiles to connect matching symbols and chain bonuses across your campus. A fast engine-builder that plays quicker than it reads.
Avatar: Aang's Destiny2–4 players · 60 min · 7.3
Cooperative deck-building campaign following the story of Avatar: The Last Airbender from Book 1 through the Four Nations. Play as Aang, Katara, Sokka, Appa, and allies — master bending, recruit friends, and defeat Adversaries while the Fire Nation ship advances on the tracker. Seven unlockable story boxes escalate the challenge as the campaign progresses. A reimplementation of Hogwarts Battle with enough new mechanics to stand on its own. Enormous crossover appeal with our community.◆ Stored above the hutch — ask a member of staff
Azul2–4 players · 30–45 min · 7.8
Draft colored tiles from the factory displays to complete your palace wall. Deceptively abstract and surprisingly cutthroat. One of the great modern gateway designs.
Azul: Queen's Garden2–4 players · 45–60 min · 7.6
Standalone Azul variant that replaces the square wall with a hexagonal garden board. Players still draft colored tiles from factory displays, but now arrange them as flower beds in a royal garden, scoring for complete groupings and matching colors. Plays slightly longer than base Azul and rewards spatial planning more explicitly. Can be taught fresh without knowing the original.

B

Battlestar Galactica 3–6 players · 2–3 hrs · 7.7
Survive the Cylon attack while secret traitors sabotage the fleet from within. A hidden-traitor game with genuine mechanical weight — managing resources, flying vipers, and running crises while wondering who just failed that skill check on purpose. Airlock house rule card included.◆ Deception! Night — ask a member of staff

Airlock House Rule (custom printed card)

Betrayal at Baldur's Gate3–6 players · 60–90 min · 7.0
Explore a tile-by-tile D&D city of Baldur's Gate with your adventuring party — until someone triggers the Haunt. One player becomes the traitor with a hidden goal while the others cooperate to stop them. 50 unique haunts pull from Forgotten Realms lore and vary wildly in tone: some are full military assaults, some are mysteries, some are pure chaos. Mechanically identical to Betrayal at House on the Hill but with D&D characters and settings. A great choice when you want the Betrayal experience with more fantasy flavor.
Betrayal at House on the Hill3–6 players · 60–90 min · 7.0
Explore a haunted mansion that builds itself tile by tile until a Haunt triggers — then one player becomes the traitor and the scenario shifts entirely. 50 unique haunts. 3rd Edition.
Blood on the Clocktower5–20 players · 2–3 hrs · 8.9
The gold standard of hidden role games. A Storyteller moderates as good and evil factions battle in the cursed town of Ravenswood Bluff. Dead players stay active and continue to participate. Dozens of character sets at varying complexity levels. The most replayable game in the genre.◆ Deception! Night — ask a member of staff
Booty Snatcherslocal original
A unique resource game designed by Thirsty's own Keyan Herron.
Brightcast2 players · 10–15 min · 7.5
1v1 spellcaster card battler. Assemble five different spellcasters or five of the same kind to win. Deceptively simple with hidden depth — special abilities, dragons, and blocking mechanics keep it tight. Quick to learn, easy to replay.
Bristol 13502–9 players · 20–40 min · 7.3
Dark, fast semi-cooperative set in plague-ravaged Bristol. Players are villagers racing carts out of the city — but some are secretly infected and trying to spread disease to their fellow travelers. Each round, more plague victims are added to the queue waiting to board. You can try to dump sick passengers on rivals' carts or ride alone, but splitting the cart reduces everyone's speed. The same Facade Games dark-history aesthetic as Salem, Hollywood, Tortuga, and Deadwood. Handles nine players with almost no downtime.

C

Clank! Catacombs2–4 players · 60–90 min · 8.1
Deck-building dungeon delve where the dungeon builds itself. Rather than a fixed board, the catacombs grow tile by tile as players explore — every session creates a completely different layout. Grab an artifact from the depths and escape before the skeletal dragon Umbrok Vessna hunts you down. Each card you play generates resources to move, buy, or fight — and noise that goes into the dragon's bag. Push your luck too far and you won't make it out. One of the most replayable dungeon games made. From Days of Wonder.
Cards Against Humanity4–30 players · open · 5.7
Fill-in-the-blank offensive humor. You know this one. Adults only.
Castles of Burgundy2–4 players · 60–90 min · 8.2
Dice placement and estate-building in medieval Burgundy. One of the great medium-weight euros — deep decision space, satisfying engine development, excellent at two.
Catan 3–6 players · 60–90 min · 7.1
The gateway that brought millions into the hobby. Settle an island, harvest resources, trade with your neighbors, and block the roads they need. "And no one wants your stinking sheep."

5–6 Player Extension

Chess 2 players · varies
The eternal abstract. Smart board included for in-person and remote play.

Smart board included

Checkers2 players · varies
The ancient strategy game of diagonal capture. Jump and remove your opponent's pieces — the player who can't move loses. Two copies available for head-to-head play.
Clue: D&D Edition3–6 players · 45 min · 6.5
Clue reimagined in the Forgotten Realms. Solve a murder mystery among a cast of D&D adventurers using deduction cards — the classic Clue framework dressed in dungeons and swords. The suspects, weapons, and rooms are all pulled from D&D iconography. Great for groups who love the D&D aesthetic but want something shorter and more accessible than a full dungeon crawl.
Clue: RuPaul's Drag Race3–6 players · 45 min · 6.7
RuPaul's Drag Race edition of Clue. Deduce which queen committed the sabotage, with which garment emergency, in which workroom. The suspects are iconic queens, the weapons are fashion disasters, and the rooms are straight from the Werk Room. Same deduction core as classic Clue but built for the fandom.
Codenames2–8 players · 15–30 min · 7.6
Two rival spymasters give one-word clues to help their team identify secret agents on a grid of words — without touching the assassin. The team version of Codenames; you also have Codenames Duet for two players. One of the great bar games: fast, tense, and accessible to anyone.
Codenames Duet2 players · 15–30 min · 7.7
Cooperative two-player word association. Each player gives one-word clues to help the other find secret agents before the assassin is hit. Tightly designed.
Conspiracy Theory: Freedom from Information3–6 players · 30 min · 5.7
Party game where one judge reads a conspiracy prompt and everyone else plays cards to build the most convincing or absurd theory. Voting mechanic determines the winner each round.◆ Stored above the hutch — ask a member of staff
Cosmic Colonies2–4 players · 30–45 min · 7.2
Draft hexagonal tiles from an orbit ring to build and score your space colony. Each tile placed scores differently based on adjacency — a clean spatial puzzle with genuine strategic tension in the drafting.
Coup2–6 players · 15 min · 7.3
Claim roles you may or may not have. Challenge bluffs. Eliminate rivals. Last player standing wins. The perfect bar filler — teaches in two minutes, plays in fifteen.
The Crew: Mission Deep Sea2–5 players · 20–30 min · 8.0
Award-winning cooperative trick-taking across 32 escalating missions set on a deep-sea expedition. Each player is assigned secret tasks — win the 3 of blue, win a trick with exactly one card, win the last trick — and must complete them all in the same hand without directly communicating what's in their hand. A single finger-to-lips signal is allowed between tricks. Missions start trivially easy and escalate to genuinely mind-bending coordination puzzles. Spiel des Jahres winner. Possibly the most elegant game design in the library.
Cyclades 2–5 players · 60–90 min · 7.6
Bid for the favor of Greek gods to build, fight, sail, and recruit mythological creatures. One of the finest area-control games in the hobby. Titans adds colossal mechanical constructs any god can deploy; Hades introduces the underworld with fallen units able to return to battle; Monuments lets you build permanent landmarks that generate ongoing bonuses in your territories.

Titans · Hades · Monuments (XL Collection)

D

D&D: Bedlam in Neverwinter2–6 players · 60–90 min · 6.8
Three-act cooperative escape room set in the Forgotten Realms. Players create D&D characters — choosing race, class, and weapon — then work together through three 90-minute acts to investigate a series of disappearances in Icewind Dale, fight monsters with dice-based combat, and solve physical puzzles using cards, envelopes, and hidden objects. Each act can be played in a separate session. Fully resettable. A genuine escape room experience with D&D flavor — works for people who've never played D&D before.
D&D: Onslaught 2 players · 45–90 min · 7.1
Competitive miniatures skirmish set in the Forgotten Realms. Build warbands from iconic D&D factions and battle across dynamic scenarios. All faction expansions included.

All faction expansions included

D&D: Rock Paper Wizard3–6 players · 30 min · 6.8
Cast spells using simultaneous hand gestures aimed at your opponents. D&D-flavored, fast, and chaotic. Great warm-up for longer games.
D&D: Warriors of Krynn1–5 players · 60–120 min · 7.1
Cooperative campaign game set in the Dragonlance universe during the War of the Lance. Battles escalate across multiple sessions.
Deadpool vs the World (NSFW Edition)3–6 players · 30 min · 6.3
The Merc with a Mouth gets the caption game treatment. A WTF? card reveals Deadpool in a bizarre situation; players write captions on wet-erase cards to narrate what's happening. The active Editor picks the funniest. First to collect five WTF cards wins. The NSFW edition adds 5 bonus illustration cards and 10 extra caption cards. The fill-in-the-blank mechanic generates original answers every time rather than recycling the same punchlines. Adults only.
Deadwood 18762–9 players · 20–30 min · 7.2
Hidden traitors race to claim gold in Wild West Deadwood. Identify and eliminate the outlaws before they take the loot. Fast, dirty, and scales to nine players.
Debunked2–5 players · 10–20 min · 7.0
Strategic card game of logic, reason, and nonsense — the Carl Sagan one. Two decks: one full of fallacious arguments, one full of everything else including logic cards to debunk them and action cards to mess with your opponents. Race to debunk the argument before they do. Simple to learn, harder to master. 13+.
Deception: Murder in Hong Kong 4–12 players · 20 min · 7.7
A Forensic Scientist knows who the murderer is and what they used — but can only communicate via cryptic scene tiles. The killer hides among investigators and misdirects. Argument-driven, fast, replayable. Best at 6–10. Undercover Allies adds a Witness role who knows the killer's identity but must communicate covertly, plus an Undercover Officer who pretends to be a witness — deepening the deception on both sides.◆ Deception! Night — ask a member of staff

Undercover Allies

Dice Forge2–4 players · 45 min · 7.3
Craft custom dice by purchasing new faces and snapping them onto your dice each round. Tactile, clever, and satisfying in a way few games are. Each round players collect resources from their dice, then spend them to purchase new die faces from the market — literally snapping new tiles onto the dice. Upgrade your forging hammer for more options, craft powerful magical artifacts, and race to fill your heroic score track first. The physical act of upgrading your dice is uniquely satisfying.
The Dick Sits2–6 players · 30–45 min · 5.3
You play as a Butt on a quest to sit on as many Dicks as possible. Each Dick card has a Dickficulty rating — roll dice into the built-in Glory Hole, play Drawer Cards to make it easier or harder, and build your Stretch Value with each successful sit. The biggest bottom wins. Exactly as unhinged as it sounds.
Doctor Who: Time of the Daleks 1–8 players · 60–90 min · 7.1
Cooperative adventure through time and space. Each player takes the role of a different incarnation of the Doctor — working together to resolve crises across time zones while the Daleks advance on Skaro. 1st edition includes Doctors 1, 4, 11, and 12 in the base game. The Companions expansion introduces a Friends mechanic — River, Amy, Clara, and Rory each bring unique abilities to assist whichever Doctor they accompany, adding narrative flavor and tactical depth.

11th Doctor Companions: River, Amy, Clara & Rory · 10th Doctor Companions: Rose, Mickey, Martha & Donna · 9th Doctor & Companions (adds 5th–6th player slot) · Note: additional Doctor expansions add further player slots up to 8

Dominion 2–6 players · 30 min · 7.5
The original deck-building game. Buy cards from a market to build your engine, then race to accumulate the most victory points. Every game uses a different market combination. Prosperity extends the economy with Platinum currency and Colony victory cards, pushing engines and scores to new heights, plus 25 kingdom cards themed around wealth and empire.

Prosperity (2nd Edition) · Base Cards (5–6 Player)

Doomlings 2–6 players · 45 min · 7.1
Evolve your species by collecting traits before the extinction event ends the game. Chaotic, spiteful, and fun. Dinolings, Mythlings, and Techlings each add themed trait sets with new mechanics — Techlings introduce an attachment ability, Mythlings add discard-triggered spells; Meaning of Life adds secret star-sign scoring goals; Multicolor adds dual-color traits that score across multiple categories simultaneously.

Dinolings · Mythlings · Techlings · Meaning of Life · Multicolor (Deluxe Bundle)

Dune: Imperium1–4 players · 60–120 min · 8.4
Worker placement meets deck building in the Dune universe. Deploy agents to gain influence across factions while your deck evolves. Intrigue, combat, and spice. One of the best modern designs in the hobby.◆ Stored above the hutch — ask a member of staff
Dungeon Mayhem2–4 players · 10–20 min · 6.9
Fast, chaotic D&D combat card game for 2–4. Each player controls a class — Barbarian, Paladin, Rogue, Wizard — with a unique deck of attack, defense, and special cards. Play cards to deal damage, heal yourself, and use powers on others. Last hero standing wins. No setup, no tokens, no board. Teaches in minutes and plays in under 20.

E

Electronic Battleship2 players · 30 min
Classic naval grid warfare with the original electronic sound effects. Two players secretly position fleets on hidden grids then take turns calling coordinates — hits, misses, and the satisfying electronic fanfare when a ship goes down. No rules overhead, zero setup complexity, immediately understood by anyone who's ever played.
Enchanters: Overlords2–4 players · 30–60 min · 7.2
Card-drafting fantasy game where players build a stacked tableau of items, enchantments, and monster trophies across multiple quest rounds. Draft cards from a central row to add to your growing hero loadout — items boost stats, enchantments trigger special powers, and monster trophies score for combinations. The Overlords big-box edition includes base content plus a shared Overlord boss that punishes players who let monsters through unchecked. Fast setup, high replayability, and a satisfying drafting rhythm that plays shorter than it looks.
Everdell 1–6 players · 60–80 min · 8.0
Build a woodland city of critters and constructions through worker placement and hand management. Gorgeous production, deeply satisfying tableau building, and enough card variety to feel fresh across many plays. Bellfaire adds a festival board with seasonal events, player powers that let you specialize your civilization's identity, and support for up to 6 players.

Bellfaire

Exit: The Game — Lord of the Rings1–4 players · 45–90 min · 7.6
Single-use escape room experience set in Middle-earth. Solve puzzles and riddles to progress through the adventure. Once played, the components are permanently altered — this is a one-time experience.

F

Fog of Love2 players · 60–120 min · 7.7
Two-player romantic comedy roleplaying game. Together, create two characters — giving each personal traits, flaws, and goals — then guide them through a series of romantic scenarios: first meeting, awkward moments, genuine connection, and conflict. You're not competing, you're co-writing a story. Win conditions emerge from how well your characters fulfill their personal arcs. All three covers (original, female couple, male couple) contain identical content — same-sex play is fully supported and cards were revised in 2018 by trans designer Nikki Valens for better queer inclusivity. One of the only games built around emotional intimacy rather than competition or conflict.
Fallout: The Board Game 1–4 players · 2–3 hrs · 6.9
Post-apocalyptic narrative adventure across the Wasteland. Explore the map, face quests, and advance competing faction storylines. Faithful to the source material's tone. New California adds a second full scenario set in NCR territory with new story and quest cards; Atomic Bonds converts the game to cooperative play, letting players work together toward shared faction goals instead of competing.

New California · Atomic Bonds

The Fantasy Trip: Legacy Edition2+ players · varies · 7.9
Steve Jackson's classic tactical combat RPG system, back in print after 40 years. The Legacy Edition box includes two standalone mini-games — Melee for hex combat, Wizard for magic duels — plus the full In the Labyrinth RPG rulebook, two solo adventures, a dungeon module, hex tiles, and a GM screen. As much an RPG toolkit as a board game. Will attract OSR fans, old-school wargamers, and anyone who wants to run a one-shot dungeon on bar night.◆ Stored above the hutch — ask a member of staff
Fellowship of the Ring: Trick-Taking Game1–4 players · 20 min per chapter · 7.9
Cooperative Crew-style trick-taking campaign across 18 chapters following the story of The Fellowship of the Ring. Each player takes the role of a character — Frodo must win a specific number of Ring cards, Sam must claim a particular Hill card, Gandalf must win at least one trick — all without directly communicating your hand. Stunning stained-glass artwork. Chapters introduce new characters and rules as the story progresses. From the same design space as The Crew: Mission Deep Sea but with stronger narrative momentum and more character variety.
Fluxx: Star / DS9 / Camping2–6 players · 5–30 min · 6.4
The rules are made of cards. The goal is made of cards. Everything changes every turn. Three themed versions available.
For the Girls2+ players · 30–60 min · 6.6
Adult party card game built with LGBTQ+ players in mind. Categories include drawing, charades, trivia, and fill-in-the-blank style prompts — all with a queer-friendly lens. Sits comfortably between Cards Against Humanity and something more thoughtfully inclusive.
The Fox in the Forest2 players · 30 min · 7.3
Fairy tale trick-taking for exactly two players. Win more tricks than your opponent — but not too many. Win too many and you fall like the villain of the story. Special character cards twist the rules just enough to keep every hand interesting.

G

The Game of Memes3–10 players · 20–30 min · 5.8
Caption the meme. One image card is flipped; every player writes the funniest caption they can on their dry-erase board; the group votes on the winner. A clean, replayable format that generates original answers every time rather than recycling fixed cards. Better with people who spend time online and can play with the language of internet culture.
The Gang3–6 players · 20–30 min · 7.3
Cooperative Texas Hold 'Em. Players are dealt poker hands and must silently signal the relative value of their cards, then collectively agree on the ranking order — all without communicating directly. From the same publisher as The Crew. Better with more players.
Gay Sauna 2+ players · varies · 5.6
A dungeon-crawler-style hookup contest set in your local gay sauna. Players navigate room by room through cruising areas, flirting with a rotating cast of visitors — each with their own tribe, kinks, and role — using an icon-matching mechanic that models consent: if your vibe doesn't match theirs, they're not interested. Manage your horniness track as a resource, arm yourself with a sauna item, and deploy mischief cards to sabotage rivals or tilt encounters in your favor. Score the most hookups before last call and closing time. Profoundly body-positive, genuinely funny, and made by the community. Includes a glossary for anyone new to gay sauna culture. Two modes: Party (20–30 min, simplified) and Full (60 min). NSFW expansion adds spicier visitor and event cards.

NSFW Expansion

Golden Girls: Any Way You Slice It2–4 players · 20–30 min · 6.5
Golden Girls trivia with four categories — Trivia, Dating, Memes, and Who Wore It? Roll to determine your category, answer correctly, and collect cheesecake slices. First to eight slices wins. Thank you for being a friend.
Guillotine2–5 players · 30 min · 6.5
Dark comedy card game set during the French Revolution. A line of twelve aristocrats shuffles toward the guillotine each round — play action cards to rearrange the queue, protecting valuable heads and pushing worthless ones to the front. High-value cards are worth more points but can backfire. Plays fast, reads the room easily, and the theme is gleefully dark without being offensive. A perfect 20-minute warm-up game.

H

Hadrian's Wall1–6 players · 30–60 min · 7.8
Competitive flip-and-write where each player simultaneously manages their own section of Hadrian's Wall. Every round you receive a pair of cards and choose which to use for resources, which to use for workers. Spend them to fill in a detailed paper tableau — building the wall, manning defenses against Pict raids, constructing temples, baths, markets, and barracks, and attracting civilians to your milecastle. Technically multiplayer but plays almost like competitive solitaire — your decisions don't directly block opponents', but scores are compared at the end. One of the most complex flip-and-writes ever designed; looks intimidating but runs on clean logic once learned.
Happy Little Dinosaurs 2–6 players · 30–60 min · 6.8
Adorable dinosaurs survive increasingly terrible disasters: natural, emotional, and predatory. Spiteful card play beneath a cheerful exterior. Hazards Ahead adds new disaster and item cards plus a new point card type; End of the World introduces a final boss extinction event that forces all players to cooperate before the competitive endgame resolves.

5–6 Player Expansion · Hazards Ahead · End of the World Expansion

Harmonies1–4 players · 30–45 min · 8.0
Place tiles and tokens to build habitats for woodland animals. Draft three terrain tokens each turn from a shared supply and place them on your personal board to build habitats for woodland animals. Each animal card has a specific habitat pattern it needs — create matching terrain arrangements to score points and attract the animal. Strikingly beautiful production, genuinely satisfying spatial puzzle, and calm enough to play between heavier games. Won Medium Game of the Year at the 2024 Golden Geek Awards.
Horizons of Spirit Island1–3 players · 90–120 min · 7.7
Standalone entry point to Spirit Island — full-fat cooperative island defense in a smaller box. Five new spirits drive back colonial invaders using elemental powers. Each spirit plays completely differently. Deeply strategic and highly replayable without requiring the base game.
Hollywood 19475–10 players · 20–40 min · 7.4
The fifth volume in Facade Games' Dark Cities series. Post-war Hollywood, 1947 — the Red Scare has come to the studios. Players are split into hidden Patriots and Communists. Patriots reveal and eliminate Communists before they infiltrate the industry; Communists try to survive and build influence without getting exposed. Features the unique Director role who must navigate between both sides. Rounds play through script cards that trigger events and accusations. The same elegant book-box presentation as Salem 1692, Tortuga 1667, Bristol 1350, and Deadwood 1876 — five games that sit on the shelf like a macabre history anthology. 5–10 players.
Here to Slay2–6 players · 30–90 min · 6.7
Build a party of six fantasy heroes by drafting character cards, item cards, and companion cards, then use them to slay monster cards for victory points. Lots of interference — steal other players' party members, destroy their companions, and play spells to disrupt their plans. From the creators of Unstable Unicorns, with a similar chaotic take-that energy but in a fantasy adventure frame. Good with players who enjoyed Unstable Unicorns but want a thematic skin on the chaos.
Heroes of Terrinoth1–4 players · 60–90 min · 7.1
Cooperative quest-based card game set in Runebound's Terrinoth universe. Players choose hero archetypes — Healer, Mage, Scout, Warrior — each with a unique skill deck, then work through a quest book facing escalating enemies and boss encounters. On your turn you play skill cards to move, attack, or use abilities; exhausted cards must rest before reusing. Narrative quest structure delivers a light story arc across four quests. The lightest cooperative dungeon-crawl in the library — a good first step for players interested in Arkham Horror or Warriors of Krynn but not ready for the full complexity.◆ Stored above the hutch — ask a member of staff
Horrified: Dungeons & Dragons1–6 players · 60 min · 7.1
Cooperative monster-hunting set in a D&D world. Up to six investigators work together to defeat iconic D&D creatures — a Beholder, a Mind Flayer, a Yuan-ti, a Vampire Lord, and more — before they terrorize the region. Each monster has a completely unique defeat condition that requires players to plan across multiple turns. Part of the acclaimed Horrified series known for making challenging cooperative games feel accessible. Easier to teach than Arkham Horror while still delivering genuine tension.

I

Illuminati2–8 players · 1–2 hrs · 6.5
Steve Jackson's classic negotiation game from 1982. Players control secret societies building networks of controlled organizations, trading, backstabbing, and making deals they'll immediately break in a race to take over the world. Nothing else in the collection plays like this — pure conspiracy theater. A genuine conversation piece for a politically-aware community.
Inis 2–5 players · 60–90 min · 8.0
Celtic mythology area control with card-drafting action selection. Three simultaneous win conditions create constant pressure. One of the most elegantly designed area-control games made. Seasons of Inis adds a 5th player and Epic Tales cards that introduce seasonal events shifting board conditions and available actions each round.

Seasons of Inis

Istanbul: Big Box 2–5 players · 40–60 min · 7.5
Move your merchant and assistants through Istanbul's bazaar, collecting goods and trading for rubies. A clever routing puzzle with satisfying optimization. Mocha & Baksheesh adds a coffee house district and new merchant abilities; Letters & Seals adds postal routes and new resource collection paths across the bazaar.

Mocha & Baksheesh · Letters & Seals (Big Box)

Imperial Settlers1–4 players · 45–90 min · 7.4
Asymmetric engine-building card game. Each faction — Romans, Barbarians, Egyptians, Japanese — has a unique deck and distinct playstyle. Build your empire by settling locations, raiding opponents, and converting their ruins into your own buildings. Solo automa included. More accessible than it looks.
Incan Gold3–8 players · 20–30 min · 7.0
Push-your-luck temple exploration. Each turn a card is revealed — more treasure or a hazard. Decide secretly whether to press deeper for a bigger share or escape with what you have. If the same hazard appears twice, everyone still inside loses everything. Five rounds, up to eight players, plays fast.
It's a Wonderful World: Heritage1–6 players · 45–90 min · 8.0
Card-drafting engine-builder. Each round, draft cards and choose whether to recycle them for immediate resources or keep them to build your empire. Tight decisions, beautiful production, highly replayable. Heritage is the big-box edition including the base game plus chronicles mode and new card types that expand the empire-building significantly.

J

Joking Hazard3–10 players · 30–90 min · 6.5
Create three-panel Cyanide & Happiness comics by combining panels from a shared deck. Each player adds a panel to a rotating comic strip, building toward whatever punchline gets the most laughs. The humor is dark, intentionally offensive, and absurdist — exactly the register of the webcomic. A pure creative exercise with no correct answers. Adults only and genuinely not for sensitive groups, but excellent for the right crowd.
Jumbling Tower2+ players · varies
48 solid wood blocks stacked in a tower. Pull one out, place it on top, don't be the one who knocks it down. It's Jenga. You know Jenga. The crash at the end never gets old.
Just One3–7 players · 20 min · 7.6
Cooperative one-word clue giving — but duplicate clues cancel each other out. Elegant design that creates unexpected moments of shared anguish.

K

Kemet 2–6 players · 90 min · 7.9
Egyptian mythology area control powered by divine powers you purchase each round. Fast, aggressive, and deeply strategic. One of the best pure area-control designs in the hobby. Ta-Seti adds a black pyramid track and new power tiles that deepen the power-buying system. Seth flips the script entirely — one player embodies the god Seth with their own board, creatures, and armies while everyone else cooperates to stop the invasion, supporting up to 6 players.

Ta-Seti · Seth

King of Tokyo 2–6 players · 30 min · 7.2
Kaiju battle royale using custom dice and a central Tokyo board. Roll and re-roll your custom dice to gather energy, deal damage, and heal — then decide whether to stay in Tokyo (getting hammered but scoring points) or flee and let someone else take the heat. Buy power cards between turns to give your monster unique abilities — wings, laser vision, nuclear reactor. Loud, fast, and universally accessible. One of the best gateway games for groups with no board game experience. Power Up! gives each monster a unique evolution deck of cards — instead of buying generic power cards, you evolve your specific monster with abilities that fit its personality, adding meaningful asymmetry to the chaos.

Power Up!

Klask 42–4 players · varies · 7.4
Four-player magnetic tabletop dexterity game. Each player controls a magnetic striker on their side of a wooden table, moving it with a magnetic wand held underneath. Score goals, avoid your own magnets getting snagged by the center post, and knock away the white ball in pure physical competition. Tactile, loud, and requires zero rules explanation. The most physical game in the library.

L

Linkage: ADNA Card Game2–4 players · 10–25 min · 7.0
Science-themed card game about building DNA strands by matching nucleotide cards. Part of the Genius Games catalog — the same publisher behind Wingspan-adjacent science games like Peptide and Cytosis. Draw cards, play nucleotides to your strand, and complete DNA sequences for points. Accessible enough for non-scientists, interesting enough to spark actual conversation about genetics. A good conversation-starter for the right crowd.
Lord of the Rings Risk2–4 players · 2–3 hrs · 6.5
Classic Risk territory conquest mapped onto Middle-earth. The Free Peoples defend against Sauron's armies across the iconic regions of Tolkien's world.
Lords of Waterdeep 2–6 players · 60–120 min · 7.7
D&D-themed worker placement. Deploy agents to gather adventurers and complete quests for your hidden Lord of Waterdeep. Clean, accessible, and satisfying. Scoundrels of Skullport expansion adds corruption and a sixth player.

Scoundrels of Skullport

Love Letter2–6 players · 20 min · 7.2
16 cards, infinite bluffing. Deduce your opponents' cards, protect your own, get your letter to the princess. Infinitely restartable.
Lovecraft Letter2–6 players · 20 min · 7.0
Love Letter in the Cthulhu mythos. An added insanity mechanic can flip your strategy — powerful cards cost you your mind.

M

Mancala2 players · varies
Ancient West African count-and-capture game with roots going back over 7,000 years. Two players distribute seeds across twelve pits, making captures by creating specific totals in the opponent's pits. Deeply mathematical once you dig in, but immediately playable at a surface level. One of the oldest two-player strategy games still widely played — a genuine artifact of human civilization alongside Chess and Senet.
Mass Effect: The Board Game — Priority: Hagalaz1–4 players · 45–60 min per chapter · 7.2
Story-driven cooperative campaign set during the events of Mass Effect 3. Shepard leads a squad — Liara, Tali, Wrex, and Garrus — through branching missions on the crashed Cerberus cruiser Hagalaz. Dice-driven tactical combat, loyalty missions, and a campaign map where early choices shape later missions. Designed by Eric M. Lang.
Mother of Frankenstein1–6 players · 10–15 hrs total · Volumes 1–3 · 7.9
A groundbreaking narrative puzzle game in three volumes — part escape room, part novel, part jigsaw puzzle, part immersive theater. You've inherited "The Shelley Volumes," a collection of hollowed-out books left by Mary Shelley containing her greatest secret. Each volume takes 3–5 hours: Vol. 1 covers Mary's teenage years through love letters, astronomy charts, and poetry riddles; Vol. 2 follows her to Castle Frankenstein with documents and a 300-piece jigsaw; Vol. 3 has you build a full 3D model of the castle from 300 pieces while solving the final mystery. Best savored over multiple sessions. Hint system available online. Refill packs available to reset for new players.◆ Stored above the hutch — ask a member of staff
Mistwind1–5 players · 75–120 min · 7.8
Strategic pick-up-and-deliver set in an archipelago of mist-shrouded islands where flying transport whales haul cargo between ports. Build outposts, train whale transports, gather resources, and fulfill the shifting supply demands of each capital city. Network-building meets route optimization in a richly atmospheric package. From the designers of Sagrada.
Mixed Drink2+ players · varies
Drinking card game. You're at a bar.
Monikers 4–16 players · 30–60 min · 7.7
Three-round party game: full description, then gestures-only, then one word. The same names become exponentially funnier as the round limit tightens. The best large-group party game in the library. 2023 Edition includes Serious Nonsense expansion content.

Serious Nonsense (2023 Edition)

Melissa & Doug Suspended2–4 players · 20 min
Balance dexterity game — hang notched sticks from a central stand without toppling the structure. Tense, tactile, and accessible to all ages.
Monopoly 2–8 players · 2+ hrs
The classic property trading game. Standard edition and Legend of Zelda Collector's Edition available.

Legend of Zelda Collector's Edition

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The Number2–5 players · 15–20 min · 7.2
Simultaneous bluffing and risk-taking on dry-erase boards. Each turn everyone secretly writes a 3-digit number (000–999), then reveals. Numbers are ranked highest to lowest — yours is approved only if it shares no digits with any number below it. If approved, score points equal to your first digit, then cross those digits off your board forever for the round. Go big and risk elimination, or play safe and score less. Deceptively deep for a game that takes five minutes to learn.

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Obscurio2–8 players · 40–60 min · 7.0
Cooperative escape-the-library game where a Grimoire shows illustrated clues to guide your team — but one player is secretly the traitor steering you wrong. Hidden role within a cooperative structure.
One Night Ultimate Werewolf 3–10 players · 10 min · 7.1
Single-round Werewolf with app narration. No moderator, no elimination, infinitely restartable. Roles may have been swapped during the night — you may not even be what you think you are. Daybreak adds 11 new roles including the Mystic Wolf, Curator, and Squire, significantly expanding the variety available each game.◆ Deception! Night — ask a member of staff

Daybreak

Operation2–4 players · varies
The classic steady-hand operation game. Use the tweezers to remove plastic ailments — a writer's cramp, a charley horse, a broken heart — from poor Cavity Sam without touching the metal edges. Touch the edge and the buzzer sounds. Timeless family dexterity game. Requires a steady hand and nerves of steel.

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Pandemic2–4 players · 45 min · 7.6
Cooperative disease control. Up to four specialists — a Medic, Researcher, Scientist, Dispatcher — each with a unique power, race to cure four diseases spreading across a global map before outbreaks cascade out of control. Every turn, new disease cubes are placed from a draw pile that includes an escalating epidemic deck. Chain reactions can spiral terrifyingly fast. A landmark cooperative design that proved board games could be genuinely tense without competition. Teaches in 15 minutes, plays in 45–60.
Phase 102–6 players · 45–90 min
Rummy-style card game where each of ten phases requires a different combination: two sets of three, a run of seven, one set plus one run. Complete your phase by laying down the right card combination in your turn; then discard to score. Players progress at their own pace — if you fail a phase you repeat it next hand while others move on. Creates natural tension as players fall behind or surge ahead through the ten phases at different rates. Simple to learn, plays well at any count from two to six.
Parthenon: Rise of the Aegean3–5 players · 45–75 min · 7.3
Trade and city-building in the Aegean Sea, 600 BC. Each player controls an island with two villages and a fleet of trading ships. Produce commodities, trade with other islands, and send ships on perilous Mediterranean voyages for rare goods. Use profits to build workshops, fortresses, shrines, and academies. A full economic simulation with genuine supply-and-demand mechanics — commodity prices shift based on what players trade. Heavier and more complex than most games in the library; best for groups comfortable with trading game complexity.
Patchwork Express2 players · 15–20 min · 7.5
Streamlined two-player quilt-building — the same core as Patchwork but with simpler piece shapes and faster play. Draft patches to fill your quilt board, spending buttons as currency. The Express edition is designed for quicker play, making it ideal when two people are waiting for another game to open up. One of the best short two-player fillers in the hobby.
Peloponnesian War2 players · 3+ hrs · 7.2
GMT card-driven two-player wargame of the Peloponnesian War (431–404 BC). Athens and Sparta fight for dominance of the Greek world through a card-driven system where each card can be used for its historical event or for strategic operations. Manage your treasury, maintain alliances, fight naval and land battles, and decide whether to sue for peace. Heavier than most games in the library — this is for players who enjoy historical simulation, military strategy, and reading the occasional footnote about Thucydides.◆ Stored above the hutch — ask a member of staff
Photosynthesis2–4 players · 30–60 min · 7.5
Grow trees across a sunlit forest as the sun rotates around the board. Larger trees generate more light points — but cast shadows that block smaller trees from scoring. Plant seeds, grow saplings, and collect scoring tokens at the cost of removing mature trees from the forest. Abstract strategy with a meditative, nature-themed aesthetic that conceals real tactical depth. The 3D tree pieces are among the most visually striking components of any game in the library.
Pick Your Poison 3+ players · 20–30 min · 6.5
"Would you rather" as a party game. Everyone votes, then argues about the results. There are no good choices. The NSFW Edition adds adult-themed scenarios for groups that want to go there — fully compatible with the base deck.

NSFW Edition

Poetry for Neanderthals2–10 players · 20 min · 7.1
Give clues to your team using only one-syllable words. Say a big word and get bopped with an inflatable club. Deceptively funny.
Potion Explosion2–4 players · 30–45 min · 7.0
Pull marble ingredients from a physical dispenser, triggering satisfying chain reactions to gather resources and brew potions. Uniquely tactile.

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Quarriors!2–4 players · 25–45 min · 6.3
The original dice-building game (2011). Draft dice from a central pool, roll them to summon creatures or cast spells, and fight for glory points. The game that introduced dice-building as a genre.
The Queer Agenda 3+ players · 30–60 min
Queer-made party game of scenarios, debates, and community wisdom. Players answer questions about LGBTQ+ culture, history, and experience — part trivia, part conversation starter, part celebration of queer identity. A natural home at Thirsty's. All seven expansion packs included, each adding a new category deck to the base game.

College · Brands · Broadway · Dares · Dating · TV & Movies · Celebs

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Raiders and Traders: Heroic Age of Greecevaries · 6.6
Trading and raiding card game set in Heroic Age Greece. Players build fleets of ships, trade goods between city-states, and raid opponents' ports for resources. Small-press historical design with a strong thematic grounding in Bronze Age Mediterranean culture.
Rummikub2–4 players · 45–60 min · 6.8
Classic tile-laying number game — draw tiles from the bag and race to be the first to empty your rack by laying them in numbered runs and color sets on the table. The key mechanic: you can rearrange existing sets already on the table to free up your plays, not just add to them. This creates surprising depth as games progress and the table fills with manipulable combinations. Black travel case edition. Works beautifully at two players and scales well up to four.
Red Dragon Inn 5: Character Trove 2–8+ players · 45–90 min · 7.0
Adventurers drink, gamble, and brawl in a tavern after the dungeon. Outlast your companions without running out of gold or passing out. Character Trove expansion pack.
Roll Player1–4 players · 60–90 min · 7.7
Dice drafting and placement game where the goal is to build a perfect RPG character sheet — not to go on an adventure, just to optimize your hero's stats, class, alignment, backstory, and gear. Each round, dice are rolled and drafted, then placed on your character sheet to meet attribute targets. Surprisingly deep puzzle with strong D&D flavor. Deluxe Kickstarter edition.
Roma XLI1–9 players · 20–40 min · 7.3
The sixth Dark Cities volume from Facade Games. Caesar is dead — now nine historical Roman figures vie for control of the Republic. Vote your opponents into exile, build power through endorsements, and break alliances at the right moment. The last player on the map wins Rome. Part Survivor, part social deduction, part tactical card play. Kickstarter edition.
The Resistance: Avalon5–10 players · 30–45 min · 7.9
Merlin knows the traitors but cannot reveal himself. Good players send teams on quests; evil players secretly fail them. Pure social deduction without elimination. Set in Arthurian legend. The cleanest design in the genre.◆ Deception! Night — ask a member of staff
Root 2–6 players · 60–90 min · 8.1
Asymmetric woodland warfare. Each faction plays completely differently — the Marquise de Cat industrializes, the Eyrie Dynasties follow a strict decree, the Woodland Alliance foments revolution. Deep and replayable. Riverfolk adds the mercenary Riverfolk Company and zealous Lizard Cult factions; Marauder adds the brutal Lord of the Hundreds and disciplined Keepers in Iron, plus Hirelings — minor factions any player can recruit for one-time tactical advantages.

The Riverfolk Expansion · Marauder & Hirelings Pack

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Samurai Spirit1–7 players · 30–45 min · 6.8
Antoine Bauza cooperative. Players are samurai defending a village against waves of bandits. The core mechanic is a cooperative twist on 21 — each samurai pushes their luck absorbing enemies until someone breaks, and breaking has consequences for everyone. One of the widest player count ranges of any coop in the library.
Say It!3–8 players · 10–15 min · 6.5
Frantic party game of crazy combos from Gamewright. Draw two prompt cards and race to shout the most entertaining combination answer — "something sticky… you'd find in the couch cushions?" First to call out the target word wins the round. Fast, loud, and genuinely funny with the right group.
Skull2–6 players · 15–20 min · 7.3
The purest bluffing game ever made. Each player has four discs — three flowers and one skull. Players place discs face-down, then bid on how many they can flip without hitting a skull. The twist: you can always choose to flip your own first. Elegant, tense, and works perfectly at a bar. Win two bids and you win the game.
Salem 16925–12 players · 30–45 min · 7.1
Hidden witches are gathering evidence against the townspeople. Hidden-role card game set during the Salem witch trials. Townspeople are trying to identify and hang witches before they outnumber the innocents — but accusations can be deflected, roles can shift, and trust erodes with every hanging. Handles up to twelve players with minimal downtime. One of the better large-group hidden-role games in the Facade Games series alongside Hollywood 1947, Bristol 1350, and Deadwood 1876.
Scythe 1–7 players · 90–120 min · 8.2
Dieselpunk alternate history. Asymmetric factions compete through area control, engine building, and resource management in 1920s Eastern Europe. Invaders from Afar adds the Albion and Togawa factions and 7-player support; Wind Gambit introduces airships with unique passive abilities; Rise of Fenris is an 8-mission narrative campaign that permanently alters the game world; Encounters adds new event card variety throughout.

Invaders from Afar · The Wind Gambit · Encounters · Legendary Box · Rise of Fenris — stored above hutch, ask staff

Secret Hitler5–10 players · 30–45 min · 7.5
Hidden fascists infiltrate a liberal government. The policy-passing mechanic creates structural paranoia — even loyal liberals can be forced to pass fascist policies, and they have to justify it. A masterwork of the genre.
Senet2 players · 15–30 min
Ancient Egyptian race game, circa 3100 BCE. One of the oldest board games in recorded history.
Sorry!2–4 players · 30 min
Race your pawns home while sending opponents back to start. The classic Hasbro family game — simple, chaotic, and satisfying. The name says it all.
Sentinels of the Multiverse 2–5 players · 45–75 min · 7.6
Cooperative superhero card game. Each player controls a hero with a fixed, pre-built deck and faces a villain in a specific environment. Heroes play cards, react to villain turns, and combo together to simulate comic book combat. Which villain and environment you choose dramatically shifts the experience. Original edition — note the Definitive Edition (2022) revamps some rules. Rook City adds urban villains and heroes; Infernal Relics adds eldritch content and environments. The only superhero game in the library.

Rook City · Infernal Relics

SETI: Search for Extraterrestrial Intelligence1–4 players · 45–60 min · 8.3
Heavy engine-building game about leading a scientific institution searching for extraterrestrial intelligence. Send probes to nearby planets and moons, launch telescopes toward distant star systems, and analyze data back at your research station. Each turn you choose one of four actions — improving technology, exploring space, processing data, or publishing findings — and your choices shape your institution's specialization over the game. Won Heavy Game of the Year and Thematic Game of the Year at the 2024 Golden Geek Awards. One of the most thematically grounded heavy games in the library.
Slay the Spire: The Board Game1–4 players · 1–2 hrs · 8.4
Cooperative roguelite faithful to the beloved video game. Players each choose a character class — Ironclad, Silent, Defect, or Watcher — each with their own starting deck and unique card pool. Build your deck, collect relics that provide passive powers, and fight through three acts of increasingly difficult enemy encounters. Everything is randomized each run: which cards you find, which relics appear, which path you take through the map. Die and start over from scratch. Won Best Solo Game at the 2024 Golden Geek Awards. The deepest cooperative experience in the library for players who want genuine challenge.
Splendor2–4 players · 30 min · 7.5
Collect gem chips to buy cards that generate permanent income to buy better cards. Engine building at its most elegant.
Splendor Duel2 players · 30 min · 7.8
Head-to-head two-player Splendor variant with significantly more strategic depth than the base game. A shared gem grid replaces the token pool — claim three gems in a row or column to trigger a bonus. Three distinct victory conditions — reach 10 prestige points, own six cards of one color, or control three royal cards — mean you must track multiple threats simultaneously. Tighter, more confrontational, and more decision-dense than the original. Best of the two-player collection for players who enjoy abstract engine-building.
Spy Alley2–6 players · 45 min · 6.5
Deduction meets bluffing in this classic semi-cooperative spy game. Each player is secretly assigned a nationality — American, Russian, German, French, Italian, Wild Card — and must collect the correct equipment cards to complete their mission. The catch: buying cards makes your nationality obvious to observant opponents, who can guess it and steal your winnings. Move through the central spy alley, collect equipment, and guess nationalities before anyone figures yours out. A classic family deduction game with more tension than it looks.
Spyfall3–8 players · 15 min · 6.9
Clever social deduction for 3–8 players. Everyone knows the secret location — a space station, pirate ship, beach resort — except the Spy, who must deduce it from context clues while the other players try to identify the Spy through careful questioning without accidentally revealing where they are. Each round lasts 8 minutes; the Spy wins by naming the location, the group wins by naming the Spy. DC Comics themed edition features DC locations and villains. Fast rounds, infinitely replayable, scales effortlessly to larger groups.
Stamp Swap2–5 players · 45–60 min · 7.3
Competitive stamp collection game from Stonemaier. Players draft sets of stamps from a shared market, organize them by country and theme, and score for complete collections. Swap stamps with other players, block desirable sets, and race to complete your album first. Lighter than most Stonemaier games — closer to Azul than Wingspan in complexity — but with the same attention to component quality and clean rules design. A surprisingly good two-player game in a compact package.
Star Wars: Battle of Hoth2–4 players · 30 min · 7.5
Fast-paced asymmetric miniatures battle set on the ice planet Hoth, using the acclaimed Command & Colors system. One side commands the Empire's AT-ATs and ground forces; the other commands the Rebel Alliance's snowspeeders and soldiers. Choose Command Cards each turn to activate units and decide how to move and attack. 17 scenarios recreate the iconic battle from The Empire Strikes Back, plus two multi-scenario campaigns where victories and defeats shape the next battle. Leader cards add support from iconic characters. Published by Days of Wonder.
Star Trek: Five-Year Mission3–7 players · 60 min · 7.0
Cooperative dice assignment game. Work together to resolve alerts across the ship before the timer expires. Both Original Series and Next Generation crews available.
Star Trek: Star Realms 2–4 players · 20 min · 7.1
Deckbuilding starship combat with Federation, Klingon, Romulan, and Dominion factions. Fast, replayable, and faithful to the IP. Borg: Invasion adds a cooperative mode where all players face the Borg collective as a shared enemy with its own escalating threat deck.

Borg: Invasion

Sushi Go Party!2–8 players · 20 min · 7.4
Deluxe pick-and-pass card drafting. The expanded version of Sushi Go — this tin contains 20+ interchangeable menu cards that you mix and match each game to create a custom sushi restaurant. Accessible, fast, and works beautifully at any player count.

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Taco Cat Goat Cheese Pizza2–8 players · 10 min · 6.8
Simultaneous slapping card game. Players take turns laying cards while chanting "taco, cat, goat, cheese, pizza" — when the card matches the word, everyone slaps the pile. Last one to slap takes the cards. Special cards trigger physical actions. Loud, chaotic, zero teach time. One of the best bar fillers made.
Tapestry1–5 players · 90–120 min · 7.5
Stonemaier civilization builder. Advance along four tracks — science, technology, exploration, military — earning benefits, building your capital city, and gaining tapestry cards that shape your civilization's story. Deliberately anachronistic and abstract; more of a score-optimization engine than a traditional civ game. Strong Stonemaier production values throughout.
Terraforming Mars 1–5 players · 2–3 hrs · 8.4
Compete to make Mars habitable through card-driven engine building. Play corporations, build cities, grow forests, raise the temperature. One of the deepest and most replayable games in the hobby. Prelude jump-starts your corporation with powerful opening cards; Colonies adds off-world settlements for new resource streams; Venus Next adds a Venus terraforming track; Hellas & Elysium offers two alternate maps with different bonus structures; Turmoil adds a global politics track where parties compete for policy control each generation.◆ Stored above the hutch — ask a member of staff

Hellas & Elysium · Venus Next · Prelude · Colonies · Turmoil

Things in Rings2–6 players · 20 min · 7.2
Venn diagram deduction with a Dr. Seuss-style aesthetic. One player is the Knower, holding three secret rule cards — one each for Word (spelling/structure), Attribute (physical properties), and Context (social use). Everyone else is a Finder, placing Thing cards into the correct sections of the Venn diagram. Place correctly and immediately play again; place wrong and draw a card. First to empty their hand wins. The goal is to empty your hand, not necessarily solve the rules — but figuring the rules out is the fastest way to do it. 240 Thing cards and 72 rule cards keep it fresh.
Ticket to Ride: Europe2–5 players · 45–75 min · 7.7
Build train routes across Europe by collecting and playing color-matched cards. Claim routes between cities, complete destination ticket cards for bonus points, and use train stations to borrow an opponent's route when you're blocked. The European map adds tunnels (requiring extra cards), ferries (requiring wildcards), and longer routes than the original American edition. One of the defining gateway games of the modern era — introduced more people to modern board gaming than almost any other title. Teaches in 15 minutes.
Tiny Epic Defenders 1–4 players · 30–45 min · 6.9
Cooperative tower-defense in a box the size of a deck of cards. A central city is surrounded by five outer regions; each turn a new threat attacks from one of them. Players choose actions — strengthen the city, reinforce regions, collect power tokens — and must collectively hold off the assault for a set number of rounds. Each hero has a unique ability that rewards coordination. The Dark War expansion introduces the Epic Boss and new region-level mechanics that significantly extend and deepen the challenge. Small enough to play on a tiny table between larger games.

The Dark War

Tiny Epic Kingdoms 2–5 players · 30–45 min · 7.0
Micro 4X — explore, expand, exploit, exterminate — in a box the size of a paperback. Each player controls an asymmetric fantasy faction (Elves, Dwarves, Humans, Halflings, Wizards, Orcs, Undead) with a unique power and uses simultaneous action selection to advance magic, construct towers, gather resources, and contest territory. The twist: one player announces an action each round and everyone secretly chooses to follow or do something different — managing that tension is the core puzzle. Heroes Call adds individual hero characters with quest cards that create personal objectives layered on top of the faction competition.

Heroes Call

Tiny Epic Western1–4 players · 30–45 min · 6.8
Worker placement meets poker in a western town of three saloons. Place your three posse members across locations to gain cards — then use the cards your posse collected as your poker hand in the showdown phase. Higher hands win control of locations; ties are broken by who has more posse there. The elegance is that placing workers directly determines what poker cards you can play, creating a tight loop of resource competition and hand-building. Plays in 30–40 minutes. Solo mode included. The only western-themed game in the library.
Tiny Epic Zombies1–5 players · 30–45 min · 6.8
Survive a zombie-infested shopping mall in this versatile Tiny Epic entry. Players move through mall locations, complete objectives, and find weapons — all while zombie hordes move and grow each round. Wins by completing three objectives before the horde overwhelms the mall. Four distinct play modes: fully cooperative (everyone vs. the mall), competitive (race for objectives), traitor (one player secretly sabotages), and solo. Each mode plays noticeably differently. Uses a spinner-based resource system and miniature zombie figures. The only zombie game in the library, and the mode variety makes it ideal when a group isn't sure how competitive they want to be.
Tokaido 2–5 players · 45 min · 7.1
Players travel the legendary Tokaido road from Kyoto to Edo, stopping at inns, panoramas, temples, hot springs, and shops to collect the most beautiful journey. The movement mechanic is elegantly counterintuitive: whoever is farthest back on the road goes next — so moving short distances lets you take more stops, but risks letting opponents reach the inn first and choosing dinner bonuses before you. A meditative, visually beautiful game with quiet competitive tension under its peaceful exterior. One of the most relaxing games in the library. Crossroads adds encounter cards and new traveler interactions that create unexpected moments of choice along the road; Matsuri adds festival celebrations at the inns with new scoring opportunities and event cards.

Crossroads · Matsuri

Top Trumps2+ players · 10–15 min
Stat-comparison card game — flip cards and compare values to win your opponent's deck. Two themed packs: Greek Myths and Great Women. Simple, fast, good filler.
Tortuga 16672–9 players · 20–30 min · 7.1
Pirate hidden-role game for 2–9 set in 1667 Caribbean. Players are secretly French buccaneers or Dutch traders — or the treacherous Pirates loyal to neither. Manage the vote to fire cannons at the enemy ship, claim treasure chests before they sink, and betray your allies at the right moment. Rounds play fast and the hidden loyalty mechanic creates paranoid table talk. From the same Facade Games Dark Cities series as Salem 1692, Hollywood 1947, Bristol 1350, and Deadwood 1876.
Tournament at Avalon / Camelot3–8 players · 20–30 min · 7.6
Arthurian trick-taking combat with asymmetric character powers. Win tricks to hurt your opponents — but in this tournament, winning tricks hurts you too. Each game is standalone; combine both for 7–8 players. Camelot is the original, Avalon the companion.
Trekking the National Parks2–5 players · 30–60 min · 7.3
Race across America's National Parks claiming landmark and reserve cards. Move your hiker along a shared trail, spending the matching colored stones to claim park cards for points. Managing your stone supply and timing your moves on the shared trail is the core puzzle — move too far and you'll run out of resources; move too short and someone else claims the parks you need. Genuinely beautiful artwork featuring real national park photography. Educational in the best possible sense — you'll learn park names and locations without trying to. One of the most accessible medium-weight games in the library.
Trekking Through History2–4 players · 30–60 min · 7.4
Draft historical events from a shared timeline market — the printing press, the Moon landing, the Silk Road, the Renaissance — and plan an itinerary through human history for maximum points. Each card has a historical period and category; complete sets of the same period or same type to maximize scoring. A light but interesting drafting puzzle that rewards long-term planning. The history theme is genuinely engaging and creates natural conversation about which events matter most. From the same designers as Trekking the National Parks.
Twilight Struggle2 players · 2–3 hrs · 8.3
The Cold War in 110 cards. Consistently ranked among the greatest board games ever designed. One side plays the US, the other the USSR. Every card creates a choice between using it as an event or as operations points — and the wrong choice can lose you the game. Deluxe Edition.◆ Stored above the hutch — ask a member of staff
Tyrants of the Underdark2–4 players · 60–90 min · 7.3
Deck-building meets area control in the D&D Underdark. Players control drow houses competing to dominate the tunnels of Faerûn — recruit monsters and demons to your deck, deploy troops onto the board, and use your growing deck to claim control tokens across the map. Scores come from both deck composition (certain card combinations score bonuses) and territorial control at game end. Combines the satisfying card-buying loop of Dominion with the map presence of Risk. Plays 2–4.

U

Ultra Tiny Epic Galaxies1–5 players · 20–45 min · 7.1
Micro space empire builder that fits in a box the size of a phone. Roll five custom dice for actions — move ships between planets, colonize worlds for scoring bonuses, advance your culture and energy tracks. The key mechanic: after you use a die result, other players can follow your action by spending a resource — keeping everyone engaged between turns. Colonize planets before opponents get there, advance tracks to unlock abilities, and score a set target first. Packs genuine engine-building and player interaction into a 20-minute game. The only space dice-rolling game in the library.
UNO 2–10 players · varies
You know UNO. Draw four. UNO Flip adds a double-sided deck — flip the deck and the game gets significantly darker, with harsher draw penalties and wilder card chaos on the flip side.

UNO Flip

Unstable Unicorns 2–8 players · 30–45 min · 6.8
Build a unicorn army and tear apart your friends' unicorn armies. Chaotic, spiteful, and somehow always funny. Six expansion packs included: NSFW adds adult cards; Unicorns of Legend adds powerful legendary unicorn cards; Rainbow Apocalypse and Nightmares add new magic and dark downgrade cards respectively; Dragons adds flight-themed cards; Christmas adds holiday chaos.

NSFW · Unicorns of Legend · Rainbow Apocalypse · Dragons · Nightmares · Christmas

V

Villainous 2–6 players · 40–80 min · 7.3
Play as Disney villains, each with a completely unique asymmetric win condition. Maleficent must curse the entire kingdom before the heroes can wake Aurora. Ursula must obtain Triton's trident through magical negotiation. Jafar must find the lamp, unlock it, and use it before the heroes block him. Each villain has their own deck, realm board, and strategy — no two games play alike even with the same villain. Plays competitively: while you pursue your own goal, you can actively hinder your rivals. Wicked to the Core adds The Evil Queen, Hades, and Dr. Facilier, each with brand new mechanics.

Wicked to the Core

W

Wavelength2–12 players · 30–45 min · 7.3
Teams argue about where a secret target falls on a spectrum between two opposites — Hot vs. Cold, Good vs. Evil, Overrated vs. Underrated. One player gives a clue; their team debates where it lands on the dial. The debates are the game. One of the best conversation-generating party games made — exceptional in a bar setting.
War of the Ring2–4 players · 3–4 hrs · 8.5
The Lord of the Rings as a deep asymmetric wargame. The Fellowship races to destroy the One Ring in the fires of Mount Doom while Sauron's armies march on the Free Peoples. 2nd Edition.◆ Stored above the hutch — ask a member of staff
White Castle1–4 players · 60–80 min · 7.8
Euro worker placement set in feudal Japan's Himeji Castle. Players send servants, samurai, and ronin through three gates — each controlling one type of worker — to claim floors of the castle for points, advance on the resource tracks, and place decorative lanterns. The gate mechanic creates a push-pull where choosing when to move each worker type is the core decision. Mechanisms are clean and elegantly interconnected; the Japanese castle aesthetic is beautifully realized in the component design. Plays in 60–75 minutes.
Werewords4–10 players · 10 min · 7.0
Word guessing meets social deduction. One player is the Mayor, who knows the secret magic word and answers yes or no as other players ask questions to guess it. Meanwhile, one player is secretly the Werewolf who already knows the word and is trying to derail the guessing with bad questions. The Seer also knows the word and tries to help without getting identified and eliminated. A clever layer of social deduction over a simple word-game core — works brilliantly as a warm-up before heavier games.◆ Deception! Night — ask a member of staff
Wyrmspan 1–5 players · 90 min · 8.1
Build a cavernous dragon sanctuary. Excavate caves, entice dragons, and chain their abilities as your explorer walks through the labyrinth. Engine-building in the Wingspan family with deeper strategic complexity. Dragon Academy adds a shared academy board where players train dragons for bonus abilities and unlocks new dragon cards with academy-specific powers.

Dragon Academy

X

XenoShyft: Dreadmire1–4 players · 45–90 min · 7.4
Cooperative sci-fi deckbuilder where players defend a mining base against alien waves. Each player manages their own lane of troops while buying upgrades from a shared item market — forcing cooperation on resources while each handles their own threat. Standalone sequel to XenoShyft: Onslaught with refined difficulty and weather mechanics that shift conditions each round. Playmat included.◆ Stored above the hutch — ask a member of staff

Y

Yahtzee to Go2+ players · 15–30 min
Travel edition of Yahtzee in a compact cup-and-lid design. Roll five dice up to three times per turn, chasing specific combinations: three-of-a-kind, full house, straight, and the ultimate Yahtzee — five of a kind. Fill 13 scoring categories, each usable once. Simple, fast, and universally known. Good filler between games or for groups waiting for a table to open.
The Yawning Portal2–6 players · varies · 6.8
Gather a table of adventurers at Waterdeep's most famous inn in this D&D-themed card game for 2–6. Players collect adventurer cards and share rumors — but the tavern is unpredictable, and dangers lurk in every corner. A lighter, faster D&D experience than the dungeon crawls — all the flavor of the setting without the complexity of a full campaign game. Good first entry for players curious about D&D-themed gaming.

Digital · On the TVs

Risk2–6 players · varies · Digital · Xbox
Lord of the Rings edition of Risk, available digitally on the Xbox in the lounge. Command the armies of the Free Peoples or Sauron's forces across the map of Middle-earth. The digital version handles all dice math and bookkeeping — just choose your moves. Classic area control territory conquest mapped onto Tolkien's world.
Jackbox Naughty Pack1–8 players · 20–45 min · Digital · Xbox
Three original adult party games: Dirty Drawful (explicit drawing prompts — the best game in the pack), Fakin' It All Night Long (social deduction with spicy scenarios), and Let Me Finish (absurdist debate game). The first M-rated release in the Jackbox series. Phone-based play on the Xbox in the lounge.
Jackbox Party Pack 1–111–10 players · 20–60 min · Digital · AppleTV & Xbox
The complete Jackbox library, packs 1 through 11, available on the bar's Xboxes. No controllers needed — players join on their phones. Includes Quiplash, Drawful, Trivia Murder Party, Fibbage, Survive the Internet, Push the Button, Patently Stupid, and dozens more across all eleven packs. Ask staff to launch.
Thirsty's RVA · Richmond VA · Queer Dive Bar & Community Center
★ = expansions available · Games are for patrons in good standing
ThirstysRVA.com/boardgames
 Expansions available  ·   Stored above the hutch or on the Deception! Night shelf — ask a member of staff