
Five Games, All Unboxed, None Played YetSPIEL Essen 2026: our haul
Our SPIEL Essen 2026 haul: Drillers, -60°, Night at the Zoo, Karak: Labyrinth and Take Time. What they are, and how each one ended up in our bag.

Our SPIEL Essen 2026 haul: Drillers, -60°, Night at the Zoo, Karak: Labyrinth and Take Time. What they are, and how each one ended up in our bag.

SPIEL Essen 2026, just the two of us: big, loud, packed. Which halls are worth it, the best moment of the day and what we'd do differently next year.

Should you let kids win at board games? No study has ever tested it. What research knows anyway, why secretly losing is tricky and what we do at bedtime.

The best 2 player card games from our own shelf: true duels, quick pocket games and a co-op adventure, plus an honest word on what falls flat with two.

Our 10-year-old explains her favorite and least favorite Mindbug cards: why she loves sneaky creatures and can't stand the big wipe-out cards.

Agent Avenue is a quick bluffing duel from the makers of Mindbug. Why it works so well for two, plays from age 6, and still doesn't quite match Mindbug.

Cockroach Poker is bluffing with bugs. Why it gets funnier as kids get older, sometimes tips over with little ones, and works best with three to five.

Coup is pure bluffing: two hidden cards, five roles, one lie after another. Why I love it, my wife hates it, and why it's not a kids' game.

Flip 7 takes two minutes to explain, and our youngest wins without help. Who this push-your-luck card game is for, and who should skip it.

Kingdom Builder was one of our first Spiel des Jahres winners. Why this family strategy game is still on our shelf, and what pinches about one card per turn.

Skull King was one of our first hobby games, and it works with 6-year-olds. Why this bidding trick-taking game keeps coming back to our table in waves.

Jabba's Palace adds factions, new effects and shifting win conditions to the Love Letter formula. What the Star Wars version does differently.

Taco Cat Goat Cheese Pizza: five words, one pile, lots of chaos. Why our kids beat me at it, and which groups it really works for.

Tempel des Schreckens is the bluffing game we went looking for as a kid-friendly alternative to Coup. Why our older daughter plays it with her friends.

Mindbug First Contact, Beyond Evolution, Beyond Eternity or King of Tokyo? What sets the boxes apart, and which one we'd start with.

Beyond Eternity adds Boost and abilities that work from the discard pile. Why it's the most confrontational Mindbug box for us, and why it gets a 10/10.

Beyond Evolution adds Actions and creatures that evolve in three stages. Why the constant trade-off works so well, and why the box gets a 10/10 from us.

Mindbug: First Contact is the base set of the card duel: simpler, clearer, a little rawer. Why it's our pick to start with, and why it gets a 10/10.

Mindbug x King of Tokyo adds dice, energy and Power cards to the card duel. Why it isn't King of Tokyo, and why it still scores a 9/10 at our table.

Four games we played at Berlin Brettspiel Con 2026: Trash Poker, Moon Colony Bloodbath, Beasts & Diplomacy and Whirly Derby. Honest takes from our family.

My wife's first SPIEL Essen: one day, 12 km of walking, a hall of games from Asia, and a haul of eight boxes. What we bought and how it turned out.

Everdell, Everdell Duo or Silverfrost? Which box fits your table, your kids and your player count, plus where Pearlbrook comes in. Our honest take.

7 Wonders (Second Edition) is a quick, beautiful drafting game for 3 to 7. We tried it because we love 7 Wonders Duel. Here's how they compare.

7 Wonders Duel packs a whole civilization into 30 minutes for two. Why it beats the big 7 Wonders for us, how it works with kids, and where it stings.

We never really got into Legends of Andor. Our daughters adore Andor Junior. Why the kids' version works so well and where it gets repetitive.

Arcs by Cole Wehrle turns a humble trick-taking game into a space war. Why it blew us away, why three players is perfect, and who should stay clear.

The box says 14+. We played Ark Nova with our 10-year-old anyway: how we taught it, how long it took and which kids it's really for.

Arkham Horror: The Card Game is a co-op horror story where every card matters. Our honest take on the theme, the rules load and the expansion rabbit hole.

Azul: Stained Glass of Sintra is the prettiest Azul and simple enough for our 6-year-old. What we like, why broken glass hurts, and which Azul to pick.

Blood Rage is a Viking area-control game where dying gloriously can win you points. Our honest first impression, plus what we hear in the community.

Cascadia is a beautiful, peaceful tile-laying puzzle that's perfect for a slow Sunday morning for two. Our take, how it compares to Harmonies, and more.

Doomlings is a cute, chaotic card game about surviving the apocalypse. Why we love it, why scoring is a mess, and whether Imaginary Ends is worth it.

Dragomino is our 6-year-old's absolute favorite and a kids' game I genuinely enjoy. Why it works from age 4–5, and how you can quietly steer who wins.

Dune: Imperium – Uprising is hard to teach, rough with beginners and fantastic once it clicks. Why it's a 10/10 for us, and why three is the magic number.

Echoes of Time makes your cards wait in line before they work. Easy to learn, quick to play and great with two. Our verdict, plus what we hear in the community.

Everdell is one of our favorite games: cozy city building, snowballing combos, and a two-player catch. Our honest verdict, plus Pearlbrook.

Everdell Duo is faster, meaner and more direct than the original with two players. The components? Less great. Our honest verdict, plus what others say.

Everdell Silverfrost buries the cozy original under snow, giants and a 3D mountain. Why it might be our favorite Everdell, and who should start elsewhere.

Exploding Kittens is a fast, silly card game about not drawing the wrong cat. Why it still works, where it bites, and how it plays with kids.

Forest Shuffle (Mischwald) has you grow a forest full of animals from a deck of cards. Why it's one of our favorites, plus the Exploration expansion.

Galaxy Trucker has you grab junk tiles against the clock and fly the result into meteors. Our honest take on the second edition.

Geistertanz has a dancing ghost, a magic candle and a charming idea. In play, it gets repetitive fast. Our honest verdict on Megableu's kids' game.

Harmonies is a gorgeous, quick puzzle that feels like Azul meets Cascadia. Why we love it and why it still gathers dust on our shelf.

Harry Potter: Hogwarts Battle is a co-op deck builder that gets harder year by year. Better than we expected, and a hit with our Potter fan. Our honest take.

Heat: Pedal to the Metal is clever and gorgeous, but with two players the race lacks tension. Our honest first impressions and who it's for.

Hitster turns your phone into a DJ and your memory into a timeline. Why we love this music party game, what you need to play, and who it's for.

Hues and Cues asks you to describe a color in one or two words. Simple, surprisingly deep, maybe not forever. Our honest take and what others say.

Karak was our youngest's first dungeon crawler at four. Why it's one of the best kids' games we know, why adults enjoy it too, and when kids outgrow it.

Karak II takes the kids' dungeon crawler out of the dungeon and adds engine-building for ages 10+. Our honest take, plus what we hear in the community.

Keep the Heroes Out! flips the dungeon crawl: you're the monsters defending your treasure. Fast, gorgeous, chaotic, and our vacation favorite.

King of Tokyo: Duel turns the monster dice brawl into an intense two-player tug-of-war. Why we like it more than the original at two, and what to watch out for.

Living Forest is clever and dynamic with three or four players. With two, putting out fires wins every time. Our experience, the kids' angle, and more.

Duel for Middle-earth takes 7 Wonders Duel to Tolkien's world. Our first games after SPIEL in Essen, the map question, and how it compares to the original.

Lost Ruins of Arnak mixes deck building and worker placement on a jungle island. Our first impressions, how it plays and what we hear in the community.

We've played Love Letter more than any other game, even in line for roller coasters. Why this tiny classic is always with us.

Medium is a party game where two players try to say the same word at the same time. Our honest take, who it's for, and what other players say.

The Quacks of Quedlinburg might be our 10-year-old's favorite game. Why it's brilliant for casual players, and why I'm not much of a fan myself.

We spotted Sabacc in a Star Wars ride queue and bought the box at Galaxy's Edge. What's inside, how it's meant to play, and what we haven't done yet.

Prey Another Day, called Schnitzeljagd in German, is a 20-minute bluffing game of neon forest animals. Our verdict and how it plays.

SCOUT is easy to learn, surprisingly deep and small enough for any summer bag. Our first impressions, how it plays, and where it stings.

Sea Salt & Paper is one of my wife's favorite games. Why this origami card game keeps coming back, and why Extra Salt makes it more dynamic.

Sky Team is a 20-minute co-op dice game for exactly two. It didn't wow us on the first flight, and it still keeps coming back to our table.

Small World is a quick fantasy conquest game with wild race and power combos. Our take after it joined our shelf, plus what we hear in the community.

Star Wars: Rebellion took us six hours for our first full game, and every minute was worth it. The most immersive two-player game we know, if you find the time.

Supershazam mixes a music quiz with sneaky action cards. Eight people, 85 songs, one living room: our take on the prototype, with full transparency.

Terraforming Mars is long, a bit ugly and still one of our favorites. How it plays, where it stings, and when Ares Expedition fits.

Ticket to Ride: Europe is easy to learn, fun and a hit every time. But sometimes we want more. Our verdict, the kids' angle and what others say.

Wingspan is quiet, gorgeous and still great with two. What we like, where it stings, how it works with kids, and a word on the European Expansion.

Wingspan Asia's Duet mode makes two-player Wingspan a real duel. Why my daughter prefers it, why I'm torn, and why the small deck shows its limits fast.
One email, now and then: what hit our table, what flopped, and what the kids actually wanted to play again.