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Name That Classic Board Game (3)

10s Blitz: Spot the board game from a single image clue.

Name That Classic Board Game (3)
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About This Quiz

Welcome to the cardboard jungle where friendships wither on trades of sheep and no one remembers whose turn it is. We're challenging you to see if you can identify games from a single screenshot because it's far too last millennium to read rulebooks.

Start with something you can't mess up with the games that took down Thanksgiving dinner for good. And then delve into the hobby shop specials where actual people map out victory points on spreadsheets. Typical Friday night routine, right? By round three, it's get-real intense. Some rulebooks are thicker than your college textbook. Setup? Bring snacks—it’s a geological epoch.

Bet for yourself, squint at those component colors, and never forget: the player with the most meeples still isn’t winning.

1/40

1. Cranium

[B] Cranium | Charades meets trivia meets Play-Doh meets humiliation. Purple brain box proves you're terrible at everything simultaneously. Club Cranium questions impossible without Wikipedia.

2/40

2. Balderdash

[A] Balderdash | Making up definitions for "zugzwang" while keeping straight face. Real answer always sounds faker than whatever nonsense Greg just invented.

3/40

3. Twilight Struggle

[B] Twilight Struggle | Cold War in cardboard where DEFCON 1 means you lose. Scoring cards arrive exactly when your opponent controls everything important.

4/40

4. Parcheesi

[C] Parcheesi | Royal Game of India that America simplified into Sorry! Blockades teach kids about frustration while safe spaces provide false hope.

5/40

5. The Castles of Burgundy

[D] The Castles of Burgundy | Beige hexagons fight for ugliest game award. Somehow addictive despite looking like a tax form. Dice mitigation through suffering.

6/40

6. Qwirkle

[A] Qwirkle | Scrabble without letters for people who can't spell. Making six-tile qwirkles harder than it looks. Colors and shapes, yet still arguments.

7/40

7. Chutes and Ladders

[A] Chutes and Ladders | Teaching kids that life is random and unfair since 1943. Slide from 87 to 24 builds character supposedly.

8/40

8. Scotland Yard

[D] Scotland Yard | Mr. X disappears in London while detectives argue about taxi tickets. Fog tokens make everything worse. Bobby helmets included for atmosphere.

9/40

9. Tsuro

[A] Tsuro | Path-laying where avoiding edges gets harder each turn. Dragon tiles save you once. Elimination game that actually ends quickly, thankfully.

10/40

10. Civilization

[A] Civilization | Seven hours from stone age to space age. Trade chart makes economics degree useful finally. Calamities hit whoever's winning hardest.

11/40

11. Citadels

[D] Citadels | Assassin kills architect who built nothing anyway. King goes first but everyone knows that makes you the target. Thief steals from merchant obviously.

12/40

12. Reversi

[A] Reversi | Othello's older brother where corners matter most. Entire board flips color in final moves. Shakespeare didn't actually invent this one.

13/40

13. Memoir '44

[D] Memoir '44 | D-Day with dice where tactics cards limit your brilliant strategies. Terrain hexes matter until dice roll triple flags anyway.

14/40

14. Ultimate Werewolf

[A] Ultimate Werewolf | Village idiots lynching villagers while werewolves watch. Seer dies night one traditionally. More roles than players know what to do with.

15/40

15. Race for the Galaxy

[C] Race for the Galaxy | Iconography requiring three games to understand. Simultaneous actions mean nobody knows who's winning until it's over. Consume-Trade still confuses everyone.

16/40

16. Blood Rage

[D] Blood Rage | Vikings competing to die gloriously in Ragnarok. Losing battles on purpose actually smart strategy. Loki's tricks ruin friendships faster than Monopoly.

17/40

17. Smash Up

[B] Smash Up | Dinosaur wizards fight robot pirates for base control. Math required constantly. Every expansion makes calculating power more annoying somehow.

18/40

18. Diplomacy

[D] Diplomacy | Seven players enter, zero friendships survive. Writing orders takes five minutes, losing friends takes seven hours. Austria-Hungary never wins.

19/40

19. Hanabi

[C] Hanabi | Backwards card game where everyone sees your hand except you. Fireworks explode when communication fails. Conventions develop naturally then become law.

20/40

20. Acquire

[B] Acquire | Hotel chains merge while you count stock certificates. Tower goes defunct right after you buy nine shares. Worldwide always safe, always boring.

21/40

21. Caverna

[C] Caverna | Agricola's dwarf cousin with rubies and adventures. Dogs guard sheep efficiently. Room tiles let you finally build that ore storage dream.

22/40

22. Rack-O

[D] Rack-O | Sequential numbers in rack sounds simple until you're stuck with 47-12-38-3. One card away from winning for seventeen turns straight.

23/40

23. War of the Ring

[B] War of the Ring | Fellowship sneaks while Sauron searches desperately. Dice pools determine Middle-earth's fate. Three hours if Fellowship rushes, five if not.

24/40

24. Descent: Journeys in the Dark

[C] Descent: Journeys in the Dark | Dungeon crawler where overlord player ruins everyone's fun professionally. Heroes argue about opening doors. Campaign spans several relationship-testing months.

25/40

25. HeroQuest

[D] HeroQuest | Nostalgia in a box with furniture you assemble once. Barbarian searches for treasure while wizard does actual work. Gargoyle still scary.

26/40

26. Wits and Wagers

[A] Wits and Wagers | Trivia where being close counts and betting on idiots pays off. Mount Everest height stumps everyone. Confidence chips make wrong answers profitable.

27/40

27. Mice & Mystics

[B] Mice & Mystics | Tiny sword-wielding rodents fight through kitchen campaigns. Cheese wheels heal wounds somehow. Cat boss battle remains appropriately terrifying for scale.

28/40

28. Lost Cities

[A] Lost Cities | Two-player expeditions where starting a color commits you to misery. Handshake cards multiply failure efficiently. Discarding helps opponents more than you.

29/40

29. Santorini

[D] Santorini | Greek island building where god powers break every rule. Three levels to win sounds easy until Pan changes everything. Abstract enough for serious players.

30/40

30. Tokaido

[D] Tokaido | Competitive vacation where being last means going first. Painting mountains scores points for some reason. Hot springs strategy surprisingly viable.

31/40

31. Castles of Mad King Ludwig

[B] Castles of Mad King Ludwig | Build nonsensical Bavarian castles with dungeons next to food rooms. Pricing mechanism ensures mutual suffering. Stairs cost extra because architecture.

32/40

32. Talisman

[B] Talisman | Roll and move adventure lasting entire weekends. Crown of Command tortures remaining players. Death means starting over after four hours investment.

33/40

33. Galaxy Trucker

[C] Galaxy Trucker | Build spaceship quickly, watch it explode slowly. Meteors hit exactly where you skimped on shields. Sewage systems necessary but nobody remembers why.

34/40

34. Dungeons & Dragons Fantasy Adventure Boardgame

[B] Dungeons & Dragons Fantasy Adventure Boardgame | D&D without the roleplay or imagination parts. Preset adventures mean no arguing about rules interpretations at least.

35/40

35. Pay Day

[C] Pay Day | Capitalism simulator from 1975 where bills arrive faster than paychecks. Lottery tickets remain terrible investment. Mad money vanishes immediately always.

36/40

36. Patchwork

[C] Patchwork | Competitive quilting where buttons are currency. Time track determines everything. That L-shaped piece never fits where you need it.

37/40

37. Star Wars X-wing

[B] Star Wars X-wing | Miniature dogfighting where measuring templates matter more than Force powers. Dice favor Empire statistically. Tournament players bring actual lasers somehow.

38/40

38. Monopoly Empire

[A] Monopoly Empire | Monopoly but faster because brands replace properties. Billboard tower grows with corporate purchases. Coca-Cola costs more than actual Coca-Cola stock.

39/40

39. Robinson Crusoe: Adventure on The Cursed Island

[C] Robinson Crusoe: Adventure on The Cursed Island | Survival game where weather kills you before cannibals do. Building shelter takes three actions you don't have. Mystery cards punish success.

40/40

40. Shogun

[C] Shogun | Cube tower determines battles randomly but feels strategic. Japan splits into territories nobody can pronounce. Rice feeds armies or scores points, choose poorly.

Your Scorecard

Name That Classic Board Game (3)

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  • Correct Rate
    %Avg Correct Rate
  • L1Difficulty Level
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  • Get Points
  • Perfect100%
  • Excellent≥90%
  • Very Good≥80%
  • Good≥70%
  • Passed≥60%
  • Failed≤50%

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