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#Flag Dash is a highly underrated game (from the designer of #Gearworks and publisher of #Rurik: Dawn of Kiev). It's great 1v1, but is also a ton of fun 2v2, or even 1v2. It's actually a favorite of mine, and one that doesn't get nearly enough table time. 

#The Legend of Korra: Pro-Bending Arena is also "team", but it's 1v1, so I'm not sure if that counts.

#Disc Duelers has some variants where players split into teams. I haven't done those variants, but I love the base rules.

#Dino Dunk is one that is probably best at 1v1, but you can certainly play teams, which is still fun. 

#Crokinole is a family favorite, etiher 1v1 or 2v2. It's a brilliant game (Canadian origin, so that's to be expected), and our young boys love playing it (and are surprisingly very good at it!).

Word games like #Decrypto and #Codenames are also great.

#Fire Tower is an awesome game that we tend to play 4-player free-for-all, but there is a team variant that plays well also. Definitely one that doesn't get the recognition it deserves.

The #Funkoverse Strategy Games can also be played as teams, which play well but are pretty light on the strategy side.

#The Phantom Society can also be played as teams. It's a fun, light game.

#Star Wars X-Wing Second Edition: Core Set (or first edition, obviously) can be played teams. Generally it's 1v1, but I've played as much as a 9-player free-for-all furball, which was awesome! This is a fairly simple one to play teams with as well; just have each player control certain ships.

#Zoo Ball is a fun soccer-like dexterity game that plays well 1v1 or in teams. 

And that's all I've got for you! I didn't think I'd have nearly this many, but once I started going, I kept thinking of more. haha

Wow, great list! I haven't heard of many of those, so I'll have to check them out. I didn't realize that Crokinole could be played on teams!

Crokinole is a blast as teams. Basically you're just sitting on opposite sides from your teammate, and alternate turns as you would normally. 

Oh boy! I'm a big Knizia fan  - we held a Kniziathon at our local gaming group, and we usually do an all-Knizia night around his birthday. :)

ALL-TIME GREATS (and I mean all-time great games by anyone, not just Knizia)

#Ra - Such a tense game that combines auctions, press-your-luck, and set collection. And you get to yell "RA!" :)

#High Society - An auction game with some similarities to Ra, but nastier. The "poorest person loses" rule and the reverse auctions for bad items are just so mean!

KNIZIA CLASSICS

#Through the Desert - An area-control abstract that puts a lot of balls in the air - reaching oases, fencing off areas, putting out the most camels in a color. And it's very pretty!

#Taj Mahal - Very interesting hand-management game in which you are trying to build the best hand to win auctions. Feels like Euro Poker.

#Lost Cities Board Game  - Multiplayer #Lost Cities with racing on a variable-setup board. Play with the #Keltis rules!

#The Lord of the Rings - Seminal co-op that manages to achieve the feeling of a fellowship with a minimum of rules and chrome.

DEEP CUTS

#Merchants of Amsterdam - Another Knizia auction/area control game - but with a Dutch Auction clock!

#Clash of the Gladiators - Possibly the most un-Knizialike game on the list... Dice rolling! Player elimination! Draft teams of gladiators and pit them against each other. If your gladiators die, you get to control the lions. :D

READING LIST

#Blazing Aces! A Fistful of Family Card Games , #Dice Games Properly Explained, #New Tactical Games with Dice and Cards - In addition to designing hundreds of board games, The Doctor has also written books about board games. All three of these are full of interesting insights into game design from a master - and they have games in them, too!

Started off the week with a play of #Trajan, as we continued our attempt to play our newer, unplayed games. I mentioned in another post on here that we played incorrectly (as seems to be our normal for first plays). Instead of going around the time track 4 times for each quarter year, we stopped after the 3rd time around for the first half of the game. Aside from that making the game feel super quick, we had a great time playing it. Can't wait to get it out again!

Sarah's birthday was Friday, and she shockingly agreed to play games with me haha. Her request was #It's a Wonderful World which I have brought up on here before as one of her most requested games. I got some real lucky draws and was able to win pretty easily as her cards didn't quite work together like mine seemed to. Instead of a rematch of that, we settled on #The Quacks of Quedlinburg. I'm really glad we picked this one up as I could see it becoming another game she requests to play often. I beat her there too but don't worry she'd get me back.

As her birthday weekend continued, we went down to her parents to celebrate. Her dad had picked me up #Codenames: Disney Family Edition as a late Christmas gift so we gave it a try with them. Usually we have 6 of us, but this time we only had 5, so we had a designated codemaster to keep the teams even. Sarah and I played against her parents and despite my clear lack of Disney knowledge, we split the two games we played.

Sunday we went over to my parents to celebrate with them and my brother and sister in law. I finally broke out my copy of #Secret Hitler. Sarah managed to convince us she wasn't Hitler, mostly because my dad was acting sus lol. Not entirely sure if he knew what he was doing as we later learned he was on the liberal team haha. I definitely prefer playing with more people but with 6 of us it wasn't that bad.

Afterwards we played a game of #Speculation. I bought this awhile ago thinking Sarah's cutthroat siblings would like manipulating the market to screw over everyone else. Turns out the game rarely plays out that way so it only went over so so with them. My family seemed to enjoy it a bit more, but not enough to convince them that they needed to play again, so it's probably safe to throw on the trade pile. Sarah ended up crushing us, proving she is the Wolf of Wall Street.

Wrapped up the weekend watching the Super Bowl with my cousins. Before the game, we played a game of #Cat Lady: Premium Edition with the #Cat Lady: Box of Treats expansion. Super simple drafting game that I'm excited to play more of! Sarah beat me in a close game while my cousins didn't do so hot. They picked it up quickly though so I think next time they'll do a lot better.

Finally got the group back together and we did another go at August.

Seeing the game start with all of those diseases in Asia is sad and very worrysome.  Thankfully, the new abilities we gave our one Soviet role makes quick work of most of those and would spend a good portion of the game just walking around Asia cleaning stuff up. 

So we  needed either 2 Soviet teams or 2 Nuetral teams to hopefully contain one of the disease trials in Asia and 2 Allied teams to hopefully bug the command center in the US.  We got a little lucky with our opening card draw as our team builder ended up with a pair of Allied cards right away.  The research assistant had a pair of Soviet cards and passed those to one of the other players who started with a soviet card so we were well on our way to getting 2 of teams created.  

We had an escalation pretty early in game (2nd turn) which was a little bit of a problem but we managed to keep the incidents and outbreaks threat under control, until we had back to back escalations in the middle of the game.  With only 5 cards in the draw pile, and 3 of the 5 resulting in Incidents, it was going to be rough.  Thankfully, we only drew 2 of the incident causing cards which had little impact on the state of the game and was able to mitigate the 3rd location before it was pulled next turn.   

For a couple of turns 3 of us spent our time hanging out in the safehouse in Calcutta, just moving teams around and the research assistant just passing cards to people to create the necessary teams.  Getting teams built early is such a huge advantage. 

About 2/3 of the way through we managed to contain the disease outbreak in Bangkok and it felt really good to be able to destroy that disease card.  We still hadn't seen a ton of allied location cards and the ones we had seen we've had to discard to travel to locations.  I was getting a little worried we were going to run out of time to create the 2nd allied team before the game ended, but on the 2nd to last round of actions we got enough allied cards to the team builder, got him moved to DC, got the previously created team moved into location.  So all he had to do was create the team, move it 2 spots to San Fran then do the acquire target action to "win" the month.  We had 4 cards left in the location draw pile including our last escalation.  On the next to last turn got the team in place and then ended my turn and drew...... 

One Quiet Night 

Winner us. 

This game was very different from the last in that we did an excellent job all the way through of keeping the agents and diseases in check.  It was kinda nice to be 2/3 of the way through the game and realizing that there wasn't a hot spot that needed checked or some disaster waiting to happen with the next turn of the event deck.   

With our 5 spend points we removed 4 survillenance eyes.  1 in London, 1 in Saigon and 2 in Karachi (since our Cargo Pilot has a visa there with the Politican ability) and taking 2 or 3 survillance there was going to be brutal.  Our last action was adding Forged Papers to our Street Cleaner to give them a little more mobility to soviet cities.  

July - Partial Success - 2/3 objectives completed

Sooo we cheated a bit with this one.  We were thinking about playing a warm up game because we had such a long break, but we didn't really feel like going back and repeating June.  So we decided to play a "no commitments" game of July.  (Which is to say, if we won, we were totally keeping it.)  We had a really good start to the game, at about the halfway point we had 2 of the objectives mostly completed and we had just decided that we were going to keep it when we were hit with a literal storm of cascading incidents and lost the game in one escalation.  I think we put out 5 incidents tokens.  So we quickly went "no no, that didn't happen" and restarted. 

For the team evaluation card we went with:  

  1. Strongly agree that for us to win someone else has to lose.  
  2. We went the opposite way with the hidden information and went with a 3 (neutral) for this question.   

Started the game with one funding so we alwasy pick airlift as our first choice. 

What I think went wrong with this game is that we maybe focused too much on the pursuit objective intitally and we let the agents get away from us.  We went a full round just putting down all the blockade markers and only getting rid of a couple of agents.  So we had a pretty full board of agents that we were barely keeping ahead of.  Plus the agents weren't in places where it was easy for us to travel to with our visas. Couple that with getting really unlucky with our incident card draws and we lose the game in one go.  

So our 2nd game had a much worse start.  We drew an escalation on the first turn.  We decided that we were only going to half-heartedly attempt to do the pursuit objective.  We'd block it off from any points where it would get to a Soviet city quickly and then ignore the rest.  If we had the teams then we'd mop up everything at the end.  (Spoiler, this was fine, except that we forgot that South America goes back up north to Havana.  We blocked the one from Mexico City, and then missed it when it expanded back up later.  So we failed this one. (My question though is that since we succeeded the other two we now move on to Aug.  So we don't get to do it again right?  If we had failed July we'd get a 2nd go at it.)) 

After that we had a decently long stretch between escalations and then we drew two almost back to back.  So we had a not so great start but we managed to pull it off in the end even though almost all the Africa cards were in the bottom of the deck.  We ended up having enough teams that we could put one in 3 different cities at once.  We almost got in trouble with the plague cubes.  We didn't go into any of those cities during the game because lucky us they didn't also have agents in them.  I was all set to finally use my neutral alias which got the plague fighting abilities last game but realized I couldn't get there in time to actually get rid of any cubes what with having to get to a safehouse and switch identities first before I could do anything.  Luckily, we ended the game before any outbreaks could happen.  We actually had 4 or 5 more turns left and one more escalation card in the deck when it ended, which is really good for us.  Usually we are in danger of decking out.   

Interestingly, my scar came into play for the first time this game.  I walked into Sydney to clear out some agents and then didn't realize that I was stuck there.  My scar says I can't walk out of or through the Pacific Rim area.  I ended up having to burn a card to fly out.  The satellites never seemed to be much of an issue.  There were a couple of times when our dispatcher had to move someone out and once when our ever faithful Airlift card got the dispatcher out of a tough spot and across the board to prevent an incident at the same time.  But overall not that much more difficult.   

End game bonuses: (4 pts)

  • My neutral alias that got the plague fighting stuff got a visa.  (Her actual ability is the one where you can reveal 3 cards to find the objective instead of discarding them but we've literally never used that.)  We noticed that it was really hard for me to get to where the plague cubes were especially with having to switch identities.  So hopefully this helps next game.  We also have to start going there earlier.  Can't wait for the cities to get to 3 cubes otherwise I might not get there before the next escalation.   
  • Cargo pilot got a black book (drop safehouse when you discard matching city card).  Her allied alias is the Clinic Planner so she's already used to being our safehouse dispenser.  This just makes her alternate alias more useful.   
  • 2 anti surveillances.  We ended up with all 4 incidents in cities that previously had no surveillance in them.  We considered just spending all 4 points on anti surveillance, but decided to split the difference.   

But hey on the bright side, +1 funding which means we get to keep our Airlift card!  Yay! 

 

#Star Wars: Epic Duels Game is my personal favorite, especially when played in teams. Just a fun, simple skirmish game with a cool hand management mechanic. The decks do a good job of differentiating characters.

I would love to see a new version with more characters. (I know #Unmatched Game System is supposed to be a re-implementation, but it looks like they unnecessarily complicated it.)

I was a big X-Wing fan and ran events at my FLGS for years. But I got off the merry-go-round when FFG did the second edition. Fun game, terrible distribution model.

June was interesting and is this game getting really good.  I'm excited to see where we go in the last half of this year.

Set up and Objectives:

  1. The three objectives are going to be tough. 
    1. We have 4 cities now to disrupt trial in.  We've done really well to this point at disrupting the trail which has kept our number of infected cities to 2.  Our goal going into the start of the month is to get at least 2 of the 4 disrupted.  Three would be amazing but we're not going to let perfect be the enemy of good enough.  
    2. The infratrate the safe house is an interesting objective that took us a min to figure out how to play and what we needed to do.  This is one of our primary goals for the first half of the month. 
    3. Setting a bug in a new city is on the back burner unless we can somehow make it work. 
  2. W e got a letter from Sabik allowing us to cancel a restriction up to 3 times.  
  3. This is super useful, especially when we complete our assessment and realize that we are Arrogant (which I could have told you before we started playing the game ;)) so we now need to discard an extra card when creating teams.  UGH!!! 

Game Highlights:

Our game started out pretty good.  We were able to get our team builder enough cards that he was able to build a netrual team on his second team.  Too bad this team can't help with any of the agent problems on the board or with the disrupt trail.  We did the inital step into the safehouse and learned we needed a card with a 1 on it.  None of us had a 1, nor would we draw one until the 3rd time around the table.  This was almost the end to this objective.  

We hung on and managed to keep most things under control while waiting for the right cards to make their way into the right hands.  We did have a couple of semi-early escalations including two on back to back turns where 3 of the 5 cards in the deck would have caused escalations.  We managed to play One Quiet Night to give us a chance to clean up 2 of the 3 trouble spots. 

We finally got some disease cubes on the board and they came up pretty often and both of our cities had 3 cubes on them.  Rather than risk additional infected cities a couple of us took symptom cards to clean the cities up.  Still no outbreaks ;) 

Over the course of the game we had managed to get a soviet and netrual team created and both were in Europe, as the game was coming to a rapid end (we had 1 incident token left and only 3 turns of cards to pull from the player deck) it was now or never.  So we were able to disrupt the trial in 2 of the 4 cities.  London and Prague were our unfortunate cities where we couldn't stop the trials. 

We finally managed to get all of the right numbers and cards to the player who was going to break into the safehouse.  We managed to solve the 2n d objective without a moment to spare.  

On our game's last turn, we were about to move the netrual team to one of the asia cities for the acquire target objective when we pulled an incident that moved all teams with an eye to washington.  At this point we were down to 3 Asian cities that it could be, 1 netrual and 2 Soviet one's.  It was going to be the last turn as we knew that we had 3 cards out of 11 that would have given us our game ending incident so we took a gamble and moved our soviet team to one of the soviet cites and hoped for the best.  It turned out that we needed the netrual team to be in Bombay so the incident event action cost us this objective.  This is our first bug planting objective that we've failed.  

Game End Upgrade and Thoughts:

  • N eeded to add 4 additional survillenance eyes to the board.  Thankfully ? one of our cities with an incident already had 3 eyes and 1 city ended up with multiple incident tokens which cut down on the number of survillenance eyes we needed to add. 
  • Cities starting with disease cubes is going to be a problem.  Thankfully they are both connected to Paris and we gave one of our characters the ability to remove disease cubes from adjucent cities. 
  • We added the ability for my cargo pilot to be in a named city and to then exchange a card with another player in any location.  This ties in really well with the Research Assistant, which is my other role.  Allowing me to pass cards around will now be easier.  We made the named city the same as my visa city so I can always get to it from any place. 
  • We gave one of the characters the ability to look at the top two infection deck cards as a free action.  Since we're playing character towards the end of the game it'll hopefully help prevent some issues.  He also has the ability to move team's around pretty easily on his turn.  Thought being that if he knows X city is going to come up he can hopefully move a team there first and remove the problem 

 The first half of this game has been really amazing and I"m enjoying the experience.  Can't wait to see what's coming up next.

Our June went pretty badly.  We only got 1/3 objectives for Early June, then when we were playing it again we got confused and played Late June wrong.  We were pretty discouraged since they were rough games so we postponed the 2nd attempt at Late June until next time.  Then my kids kept getting colds so we had to keep pushing back our game day and then we ended up playing Late June (we're pretty sure correctly this time) like 2 months after the first game.  And since I didn't write this post right away (I was planning on doing it after Late June so I could do the whole thing at once) my recollection will probably be a little off. 

Early June - 1/3 objectives accomplished = Loss??

So I'm pretty sure June is the game that they put in there in case you had been doing really well in the first part of the game and had no infected cities on the board.  So the designers were like, we need to make sure they have some for the rest of the game, so we're going to make June impossible.  Objective 1: find/stop 4 trials in friggin Europe with its million cities.  Objective 2: infiltrate this hideout using these heretofore unnoticed numbers at the bottom of the card.  Oh and you have to have all the numbers because if you fail you have to exit the hideout and start over. Objective 3: bug lab.  Ok that one is normal.   

We had a pretty bad draw/setup for the beginning of the game, so we were already pretty sure that it was going to be impossible for us to finish all 3 objectives.  We figured we'd finish as much as we could and then start over.  We thought we'd just outright ignore Objective 1 because it was just going to be too much with the other 2.  We can just try it again and focus on it in Late June (we thought).  So we finished Objective 3 no problem.  We actually got pretty close to getting into the hideout, but even though we gave our guy as many numbers as he could carry, we didn't end up having the right ones.  This objective is really tough because it effectively takes someone out of the game for several rounds and we need everyone just to keep the agents down.  And we knew we didn't have the right cards to set up enough teams for 4 cities so we figured we'd ignore this for now and try again in late June.   

So we lose, like we knew we were going to and then we go to set up late June but then we're confused because it looks like we can't do some of these things again?  But we thought that you get a 2nd chance at your objectives in Late June?  A second chance to complete?  So we tried playing it again just with the Europe objective and the hideout objective and just due to plain bad luck we lost very badly, didn't finish any of the objectives.  Then we re-read everything because we were still confused and figured out that we don't play those two objectives again, you just fail them and they get replaced with some lame easier objective.  (The fact that you only get to attempt the Europe trials objective once lends creedence to my earlier theory about the designers.)  So being very discouraged with the 2 brutal games we decide to do late June later.  Don't remember which end game upgrades we did.  Then the delays with the colds and stuff etc.   

Late June - Win

So then after re-reading everything we figure out that we don't get to repeat any of the objectives, it just gets replaced with this other one.  We all thought that was very confusing, but we haven't lost any other of the months so maybe it gave better direction before?  I don't know if the earlier months let you repeat objectives but we were under the impression that they did.  It was also hard to find any clarification on BGG.  ANYWAY we managed to knock out this objective no problem.  We didn't even make it to our last escalation card or find any of our funding cards in the deck.  (We usually are pretty close to decking out by the end of the game.)  As far as end game upgrades, there were some pretty good ones floating around that we missed previously.  We finally gave my neutral alias something useful to do.  My allied alias is the equivalent of the reasearcher and my neutral alias is the one that can reveal cards instead of discarding them when identifying an objective and I've basically never used her.  So she got Experimental Medicene and Army Doctor since I'm the one that usually picks up the symptom cards anyway since I'm usually giving away my city cards.  So we think they stack pretty well together.   

Played May tonight and it was pretty epic!  I think we're going to remember this one for a while.

We're not 100% sure that Coop is actual dead or if he's going to turn out to be a turncoat later in the year.  This game series has made us paranoid.  We picked 5/5, 2/5, 5/5 for the questions.  Can't wait to see what sort of terrible that leads to in the future.  

As far as the game play goes, we also wanted to limit the potential chase from Johnasburg so we sent the Clinic Planner to close off 1 of the two paths (and similar to we closed off the one closest to Cairo).  Our hospital Admin didn't start with any cards but did have 2 event cards so that was less than ideal.  We did draw the card that allowed us to remove a city from the threat discard pile so we removed 1 of the 2 disease locations that we have.  By the 2nd time around we had managed to limit the pursuit to just 2 cities and was able to form a netrual team.  However, this was at the cost of lots of agents on the board.  We ended up with 6 incidents spread across the board.  We completed the pursuit objective fairly early and then sent both teams off to do more productive things, like removing agents.  The Medical Conference Coordinator was able to create a soviet team, get it to Peking and get the Allied team to Instanbul as well as move the next player to NY since we need to be in DC in order to do the Acquire Target action.  Thus on what turned out to be my turn I was able to complete the objective to acquire targets for objective 2 and then on a 50/50 shot was able to acquire the control center in South America as well to give us the Succeeding Win for May.  

We thought we were toast when the 6th incident came out on the board and we had 6 locations that had 3 agents each.  However, on the 2nd to last turn we drew the One quiet night card and that gave us the win. 

 

 

We never drew a disease cube the entire game as the only disesed city got shuffled to the bottom of the deck on the first escalation and we never got back to it the rest of the game.  It was the top card on the One Quiet Night.  Our strategy of removing the disease locations ASAP is paying off.  

For Bonuses we had 5 points and spent on 3 visa's and the Gumbrella.  

Oh and I've made 3D printed disease cubes as shown below.  Can't wait to see them on the board. 

Nasty looking bug compared to a boring cube

Played April last night @ 4 player.  

Oh boy 2nd Aliases - we were super excited to get these.  And the ability to switch between aliases in the middle of the game is something I wasn't sure we were going to be able to do but I'm super excited about.  3 of the 4 new aliases seem exciting and useful; although the one we didn't think would be useful was the one time we needed it. 

Also the Symptom cards look terrible and I am not looking forward to having those in our hands moving forward. 

We ended up cheating a little bit by creating teams using 3 cards instead of 4 for the role that can create with one less.  Oops.  I don't think it dramatically impacted the overall success we had in the game but it made things a little easier to keep things cleaned up. 

Objective 1 - Disrupt Trial in 3 South American cities.  We were able to do 2 of the 3 again.  While it sucks we couldn't get all 3, I'm pretty happy with our ability to get 2 of them stopped.  Also both of our outbreak cities are a single move away from Lagos so we put a permenant safe house there after the game so we'll be able to use Auth. Code 424 to clean up agents from both locations without going into the city. 

Object 2 - Bug the Control Center in Europe.  Was able to complete this objective on the last turn of the game.  Took 3 turns of planning to make it happen.  It basically came down to either Moscow or Warsaw as the control center location.  Our team builder was going to get the last turn of the game and he had picked up enough Soviet cards to build the team but we just needed to get him to Moscow were we built a previous safe house (lucky).  In order to cover our basis we had the Ops specialist build a safehouse in Warsaw as well and then he had the ability to see which city ID city.  Got the soviet team in place and then he flew to DC since we have that restriction and was able to bug the control center with the last action.  Great win even if slightly tainted. 

 

 

Bonuses: 1) Spent 3 points to build the safehouse in Lagos to put it between the two cities with exposure. 2) Spent 1 point to give Auth. Code 424 to the Ops specialist so he could fly to that new Safehouse and clean up either exposed city without taking the symptom cards.  3) Spent 1 point to remove an exposure eye in Dehli.