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Choosing a game for a mixed table

· 3 min read · By the club

A game of Scythe set up on a round wooden table, red chairs around it
Scythe on a round table. Charlestpt, CC BY-SA 4.0, via Wikimedia Commons

Most tables are mixed. One player knows the game by heart, another has not played anything heavier than cards in years. The right game lets both of them enjoy the evening. Four questions do most of the work.

1. How many chairs, really

Start with the number of people who will sit down, not the number printed on the box. Many games technically stretch to six but play best at four. On the club's shelf each game shows its player range, and the shelf can be filtered by player count. A table at the club goes ahead once it reaches the game's minimum, so a game with a low minimum is a safer choice when you are not sure how many will join.

Some examples from the shelf:

2. How long is the evening

An evening has a start and a firm close. Count back from the close, leave time for the rules, and choose a game that fits with room to spare. A long strategy game such as Scythe, at around two hours, wants a table that commits to it. War Room runs to a full day and waits for a group that wants one. A quick game such as Exploding Kittens, at about 15 minutes, can open or close an evening around something bigger.

3. How much teaching it needs

The club sorts its games by what they ask of the players:

For a mixed table, a taught game is often the sweet spot: enough depth for the experienced player, and a teacher for everyone else. When you open a table at the club, marking it New to it tells people the rules will be taught from the start.

4. How the players interact

Some groups enjoy direct conflict, others prefer to build something quietly side by side. A game with a lot of attacking and stealing can sour a table of strangers, while a calm puzzle such as Cascadia suits almost anyone. Co-operative games such as Pandemic put the whole table on one side, which takes the sting out of a first game. Hidden-role games such as BANG! and Feed the Kraken reward talk and bluffing and work best when the table is in the mood for it.

A short checklist

  • The player count fits comfortably, not at the edge of the box.
  • The game, with teaching, ends well before the evening closes.
  • Someone at the table can teach it, or the table is marked New to it.
  • The kind of interaction suits a table that may not know each other.

Browse the shelf with these in mind. Each game page has a short account of how it plays and who it suits.