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Board.gameOriginals

Five games made here, for this platform, and nowhere else. They are the reason Board.game exists rather than the things filling it up.

  • Made here

    Designed and built by Board.game. Not licensed, not ported.

  • Built for a table

    Every Original is designed for people playing together, in a room or not.

  • Finished when it is finished

    No Original ships to fill a slot in a calendar.

Board.game OriginalPlayable

Hollowreach

Co-operative descent

Everything worth having is further down than you want to go.

A vertical ruin, flooded from the bottom, with one lantern between you. Every level down is worth more and costs more, and the only real decision in the game is when to turn around.

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Board.game OriginalPlayable

Nine Below

Social deduction under the ice

Nine of you came down. The station only has power for eight.

A research station four hundred metres under an ice shelf, and a rota that no longer adds up. Every watch you pick a module and a job, nobody says what they chose, and at dawn the ledger publishes exactly who was where and exactly what the heat did — and never who did what.

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Board.game OriginalPlayable

The Fourteenth Card

An occult trick-taking game

Thirteen arcana are documented. Players keep finding a fourteenth.

A trick-taking game played with a deck that is missing something, and a table that keeps insisting it is not. Win tricks, read the room, and try to be holding the right card when the deck decides what it wants.

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Board.game OriginalPlayable

Paper Crowns

A very loud party game

Somebody at this table is about to be crowned for the wrong reason.

A crown nobody asked for, three reasons in your hand, and everybody claiming it at once, in private — then the claims go up with the names off and you vote for one that is not yours. Nobody waits for a turn. Grudges last considerably longer.

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Board.game OriginalPlayable

The Quiet Hour

Co-operative gothic mystery

The house has been waiting for someone to ask the right question.

Nine rooms, one hour, and one question in three parts: who is still in the house, which room is keeping them, and what they want. Everything the house tells you, it tells you alone — and saying it out loud costs two ticks of the hour and shuts the room that told you it. At the end the house asks its three questions and only counts the ones all of you answer the same way.

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Five of the five are playable end to end; the rest are in design or production.