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Only here
Card games you'll only find on this site: our own designs – co-op puzzles, duels, team games – and our versions of modern card and board games for an ordinary deck.
- Orbit Win together or fail together – everyone has a tricky task, and nobody may say a word about their cards.
- Nova Launch a firework show together – you can see everybody's cards except your own.
- Unisono Play all your cards in perfect order – without a single word, just by feeling the rhythm of the table.
- Paternoster Two piles go up, two go down, and the whole team must squeeze all 104 cards onto them – without ever saying what you hold.
- Pokerface Hold'em without betting and without opponents – guess where your hand ranks at the table and line up the whole team without a word.
- Paternoster Duel Red against black – each of you builds one pile up and one down, and slips the odd card onto the other's piles. Whoever gets stuck first loses.
- Secret Letter Sixteen cards, one card in your hand – guess, peek and duel your way to the end of the round, and never let go of the letter.
- Intrigue Two hidden cards, a handful of coins and a straight face – claim any role you like, but if someone calls your bluff, it costs you dearly.
- Roses and Thorns Three roses and one thorn each – bid how many cards you can turn up without getting pricked, and keep a poker face while others try.
- Liar's Post Slide a card across the table, tell everyone what it is – and hope they don't believe you, or that they do.
- Sixth Card Everybody plays at once, the cards line up by themselves – and whoever lays the sixth card in a row swallows the other five.
- Take or Pass Nobody wants the cards – so you pay a chip to pass them on, until someone decides the pile of chips is worth the pain.
- Woodland Tricks A trick-taking duel with special cards and a twist – win a few tricks or most of them, but never too many.
- Expeditions Four expeditions, one question – is it worth starting? Every venture costs 20 points before it earns a single one.
- Border Stones Nine stones between you and your rival – build the better three-card hand at each one, and win five of them, or three in a row.
- Wizards and Jesters Four Aces that always win, four 2s that always lose – and one more card every round to get your prediction exactly right.
- Dragon and Phoenix The four 2s become a Dragon, a Phoenix, a Fox and a Herald – climb, bomb and bet with your partner that you'll be out first.
- Ten Phases Ten tasks, one after another – collect sets, runs and suits, wave your wild Kings and make your rivals skip a turn.
- Showdown A Wild West shootout with secret roles – protect the Sheriff, or be the outlaw who tries to bring him down.
- On the Scale Somewhere between freezing and boiling sits a cup of tea – but where exactly? Read your friend's mind and find the spot.
- Scoundrel for Two Two heroes, one dungeon, 52 cards – share weapons and potions, and get out alive together.
- Team Klondike One Klondike layout, two or three secret hands and no talking – sort the whole deck together before time runs out.
- Tricks Together Everybody names their number of tricks, and the whole team wins only if everybody hits it exactly – without a word about the cards.
- Defuse! One of you knows the code, the rest hold the pliers – and the expert may not say a single word.
- Island Escape The island is sinking under your feet – grab the four treasures and run for the helicopter.
- Cell Mates One of you may only move red cards, the other only black ones – solve a FreeCell deal together without saying a word.
- Summit Rush TriPeaks for two, both at once – grab, shout and clear all three peaks before the sand runs out.
- Number Crunchers Calculation for two: count up in ones, twos, threes and fours on shared foundations – but each of you fills only your own waste piles, in silence.
- Square Deal One five-by-five grid, two secret hands of three – build ten poker hands together without a word and beat the target.
- Rope Team Two climbers on one rope – win tricks to pull the rope your way and uncover the ridge, but pull too hard and you both fall.
- Common Cause Rummy for two against the stock – every meld needs cards from both of you, and you may not say which ones you hold.
- Undercover Klondike for two in which each of you peeks under different face-down cards – and may only hint at what lies there.
- Cross Sums Choose cards together, reassign targets and build your way through fifty number puzzles.
- Pot Luck Everyone brings a card to the pot – land three shared pots on exactly 21 as a team, never on your own card and without a word.
- Euler's Officers A 300-year-old card puzzle for a silent team – square the 16 officers so that no row or column repeats a rank or a suit.
- Mind the Gap Build a pyramid in which every card is the difference of the two below it – from secret hands, without a word, up to the target at the top.
- Spot On Plus, minus, times or divided by – one card each in turn, until the total lands exactly on a target from 100 to 999. Five times, without a word.
- Balancing Act Two pans, one shaky scale and not a word about your cards – add weights in turn and bring the scale to rest with the last card of every round.
- Final Approach Land an airliner together without a word – level the wings, set the speed and clear the traffic with four secret cards a round.
- Night Parade Sixteen spirits lie face down in a jumble – peek, slide and give silent hints until every family walks together.
- Man the Boats The ship is sinking – sort the passengers into orderly queues and get them into the lifeboats before the last compartment floods.
- Side by Side A band of friends in a long war – get rid of your cards together, but never let three of the same threat meet in No Man's Land.
- Dungeon Rush No turns, no mercy, five minutes on the clock – slap down the right suits together and fight your way through the dungeon to the boss.
- Split Mind One of you wants balance, the other wants it lopsided – the Keeper needs an even split of tricks, the Shadow wins by any big gap.
- Crown Duel Eight cards each, one secret choice per round – and every card has a trick up its sleeve. Out-guess your rival and win four rounds.
- Royal Garden Sixteen face cards and Aces in a square – every card you take tells your rival where they may go next. Four in a line wins.
- Line of Succession Add a card to the row or take the last five – but only once a round. Win the most supporters, or grab all three crowns and win at once.
- Hot Air Low cards win over the plains, high cards over the mountains – and you may play on your rival's side too. Collect prizes and win two trophies.
- Touché Two fencers on a piste of 23 cards. Step forward, step back, strike at exactly the right distance – and parry with the same cards.
- Mushroom Walk A walk along a line of cards in the woods. Gather mushrooms, sell a few for walking sticks and cook the best ones – with butter if you can.
- One Up Play the same number or one higher – or bail out before your hand costs you dearly. Kings are worth ten, and they come round again.
- Pinch Lay your cards out in front of you – and whenever you top another player's cards, you pinch them, straight into your own hand if you like.
- Big Number Line up cards of one suit or one rank into the biggest number you can – 9, 7 and 2 make 972 – and take one beaten card back into your hand.
- Unsorted You may never sort your hand – so play the cards that happen to sit side by side, and beat the table before your spare cards run out.
- Waterhole Eight kinds of animal crowd round the waterhole – three of a kind chase off the next weaker ones, and only the tiny Aces dare to chase the 8s.
- Sore Spot No suit to follow, every other suit trumps the lead – and everyone secretly has one suit that hurts.
- Boil Over Three pots on the stove, spades as poison in any of them – and whoever makes a pot boil over past 20 has to take it.
- Headcount Everyone can see your card except you. Bid on the total of all the cards – and call it when someone bids too high.
- Underdog One card each, one chip to fight – and the lowest card in the fight adds the underdog card, so the weakest card can win.
- Chief and Vice Bid by laying your cards on the table, name two kinds of trumps and pick your partner – a deep trick-taking game where every hand makes new teams.
- Cursed Bottle Low cards buy the cursed bottle and every sale lowers its price – win good tricks, but don't be the one left holding it.
- Secret Trumps Only one player knows the trumps while everyone picks their hand from open rows – then fulfil your secret goals, one per round.
- Jewel Vault Every trick you win and every suit you can't follow moves a jewel – into your vault, into your showroom, or out of someone else's.
- Flock Together Lay your cards at the end of a row, catch everything between two of a kind – and fly a flock home until you hold seven species or two threes.
- Horse Trading Bid for animals, pay in hidden money cards and challenge rivals to blind trades – a bluff with two zeros can win you a whole herd.
- Shared Air Several divers, one tank of air – every treasure you carry slows you down and uses up everybody's oxygen. Turn back in time or lose it all.
- Four Fields Sow, harvest and stockpile on four fields around the table – and turn the seasons so the harvest you want is never frozen in winter.
- Power Struggle Sixteen cards each, poker hands to climb with and coups that beat everything – and the loser has to hand the winner their best card.
- Powder Keg Draw a card at the end of every turn and hope it isn't a King – the Kings are powder kegs, and only a bucket of water saves you.
- Temple Gold Everyone swears they're an honest adventurer – but somebody wants you to open the chamber with the fire trap.
- King and Assassin Two rooms, three quick rounds and a swap of hostages each time – will the Assassin end up next to the King?
- Diamond Heist The Boss's pile of diamonds goes round the table, and it comes back lighter – now the Boss has to find out who helped themselves.