Gelt Together
Spin with Herschel the teddy bear. Chocolate gelt, latkes, and very big Gimmels await.
Board tables
Race, deduce, surround, build, or connect. Each game has its own rating and uses the same emerald balance.
Spin with Herschel the teddy bear. Chocolate gelt, latkes, and very big Gimmels await.
Hop a six-piece crew across the board and into the rival's dock. Fill it before they fill yours.
Arrange a hidden army, then read the enemy line and take its banner. A rank 2 beats the 9, but only when the 2 attacks.
Close a line around rival stones. The corners can never be flipped back.
Grow out from your harbor, ride the tide, and send a storm over your rival's best ground.
Collect coloured route cards, race for the links your secret tickets need, and cut your rival off.
Plan your route round the block with three step cards in hand. Open shops, finish a street to double its rent, and step right over your rival's storefronts.
Run three pawns round the loop and home. A 6 opens the gate, a landing sends a rival back, and two pawns make a wall.
Sow seeds pit to pit and steal from the pit across the board. End a sowing in your own store and you sow again.
Drop nine pieces, then grind them along the rings. Line up three and pluck one of theirs off the board.
Race fifteen checkers home and off the board. Hit a lone blot to send it back, build a wall of points, and turn the doubling cube when you are ahead.
Hide five ships, then fire a volley each turn: one shot for every ship you still have afloat. Lose ships and you lose fire.
Match numbers end to end with a double-six set. Can't play? Draw from the boneyard. Go out first and pocket the pips left in your rival's hand.
Five dice, three rolls, thirteen boxes. Hold what you like, chase a long run or five alike, and decide when a small score is the smart one.
Drop brass against oxblood and take four in a line before WordBot does.