Collections
The same library, cut the way a leader actually needs it. Every collection is complete: it lists every game that qualifies, not a selection.
- 63 games
Games that need no equipment
Every game here runs with nothing but the people in the room. No kit to pack, nothing to buy, nothing to set up. Useful when a session changes at the last minute or you are running something away from your usual space.
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No printing, no cutting up, no setting up stations. Read the instructions once and you can run these cold, which is what you want when a session finishes early and you have ten minutes to fill.
- 25 games
Games that take ten minutes or less
Short games for the gap between two other things. Good for settling a group at the start, filling the wait before pick-up, or resetting the energy in the middle of a long session.
- 93 games
Games that work with fifty or more
Games that hold up when the group is big. Most games fall apart past a certain size, either because people stop getting a turn or because you cannot be heard. These ones scale.
- 16 games
Games for fifteen or fewer
Games built for a small group rather than scaled down from a big one. Nobody sits out, everybody gets a turn, and the game does not need numbers to work.
- 15 games
Games pitched at older groups
These need a bit of maturity, reading, abstract thinking or self-control, so they are set at eleven and up. They are also the ones least likely to get the 'this is for little kids' response from a teenage group.
- 44 games
Games that work from five
Games a five or six year old can join in with properly rather than just be carried through. No reading, no complicated rules, and nothing that needs a co-ordinated throw.