Ideas for a High School Board Gaming Club

Hey guys, I'm a young 10th grade teacher and my school is beginning to implement a regular club day starting in the second semester that will occur at the end of the school day. I started a board gaming club and have begun to implement what the structure of it will be and have kids signed up. I have students who will manage the inventory of the club, students who will stock the games, and a student who will be a resident rules expert.

What I really need is some suggestions of possible board games to get for the club's collection. While we are calling for donations from staff members and families, we're also having each student pay a small amount to buy more games.

To give you an idea, I teach in an inner city school and many of the students have indicated that they don't have much experience with games beyond checkers or connect four or Monopoly. I would like to push them further, either with good social games or games that are on a higher level of strategy. I'm going to be donating my personal copies of Settlers of Catan, Seafarers of Catan, and Scrabble. Possibly Bananagrams as well (though it still gets a lot of play in my house.)

What are some ideas for games that have a reasonably short play time that will push my kids into thinking deeper and will engage them?

Thanks.

Posted Dec 16, 2016, 4:43 PM UTC

415
Sunscorch•

I know you only really asked for game suggestions, but I'm going to go all in anyway! =P

My club runs at an elementary level, and I'm lucky enough to currently have my own room (until we get cleared out in March for renovation work!). I think the most important things to consider are your available time, and available adult help.

First of all, time. You're probably not going to be able to run a game across multiple weeks due to the lack of space for leaving things set up, so you may have to house rule early endings for games to avoid severely restricting your options.

Second, available assistance. At high school you're going to have way more flexibility than I do at the elementary level, but you're probably still going to want to have someone watching over the first play of each game. My wife helps out at my club most weeks, so we can have two games running with 100% supervision. I don't know how many kids you're expecting, but I would try to limit it to a 1:6 ratio at the most to begin with, allowing for expansion as your older kids get experienced with the games and become more independent.

Beyond those considerations, I think the most important thing you need to be sure of when setting up is that you make your expectations extremely clear. It is likely that most of your kids won't be familiar with the styles of games you're providing, so you need to address that in advance. The letter I send home explicitly states that we won't be playing games like Candyland and Chutes and Ladders. Without that, I think our first sessions would be a lot rougher. I also include a sample list of items in our library with brief descriptions.

If at all possible, I would try to do some grouping by estimated ability. Obviously many of the games will be tugging on parts of their brain not easily assessed in other subject areas, but I think it's worthwhile to try grouping to some degree regardless. The reason is that it really isn't fun to be beaten over and over by someone far and away more skilled than you are, and it's likely that some of the kids with the biggest barriers to learning would be the kids benefiting most from attending. You don't want to put them off! The way that I approach this is to have a rotating set of pupils who attend - we split the year into three parts, roughly 9 weeks each, and have one ability group attend for the duration of each part.

Finally, some games!
Citadels was a surprise hit with my 3rd and 4th graders, so I'm glad I gave that a shot. We had a fantastic game of Mysterium this week, although that took the full 90 minutes of our session so I don't know if that translates to your needs! Echoing other posters, Codenames has been a success, but really needed the clue-giving modeled first, and in a similar vein Concept and Dixit work very well with a bigger group. (I have made extra voting cards for the latter, and we score on a whiteboard). Splendor was also a big hit, with the kids getting extremely invested in the last few turns as our session time ran out! We have also played Ticket to Ride, Sheriff of Nottingham, King of Tokyo, Forbidden Island, Snake Oil and Tokaido. Among many others!

Our only real flops so far have been Gravwell (too abstracted and confusing in mechanics for their ages), and Machi Koro (just too much to keep track of, even with my oversight).

Good luck!

5
ButterballHotlineOP•

These are some great thoughts and suggestions! Time and adult supervision are going to be the biggest thing, for sure. Every teacher is being expected to provide a club, so I'm essentially being expected to supervise my club time on my own. We miiiiight be able to swing some extra supervisory help at times, but we'll see in the new year. We are being given the cafeteria to game in rather than in my small room, but I still will not have as much time to closely monitor the games, and the club time is, I believe going to be 45 minutes or so. So time will be limited. Luckily it will be at the end of the day so clean up shouldn't be too rushed

The club was sold as an idea basically as a club that will promote habits of responsible ownership and good sportsmanship, and my hope is that some of my great kids will take the lead and be able to run some more complicated games with larger groups without too many hiccups. If that happens it will be much less stressful on me.

I've been hearing Codenames so often that it seems like a must buy. Looking into Concept it seems like a great choice as well. Forbidden Island seems to be great for being just in the right price range, and Ticket to Ride is one that I own and hadn't even thought of!

I am thinking for our first full meeting with all of the students together we'll start taking some time to have the students voice their opinions on all of the suggestions and what we should get!

1
Sunscorch•

At the 45 minute mark, I would probably suggest sticking to things like Codenames and Snake Oil. Party-style games generally have the benefit of being quick to start, and easy to stop at any point. You're going to want that, because I wouldn't expect to ever finish something meatier in that amount of time (particularly with kids who are unfamiliar with the games).

Trying to move away from party games, but staying under the time limit might be tricky. Tsuro is simple and fun, but may not have much staying power with high schoolers. It does play up to eight, though. One Night Ultimate Werewolf would be a pretty good fit, especially with the noise of the others covering the night phase. We also have a few sets of Hive Pocket, which is a great two-player game that we run tournament-style every so often. I would definitely pick up some Dixit cards if you can, too - I'd expect your kids' age-range to come up with some great plays in that.

Forbidden Island is a great bargain game, but I just don't know if you could reliably complete it in 45 mins =(

1
Conesus_KidLewis And Clark•

I run an after-school gaming club at the middle school where I teach. Popular titles are: Carcassonne, Bohnanza, Codenames, Camel Up, Evolution, Formula D, Forbidden Desert, Tsuro, Coup, Stone Age, and Love letter.

4
ButterballHotlineOP•

Great suggestions! I especially like all the quicker playing/cheaper suggestions. I'd like to give the students as many options as possible with the resources we'll be able to gather.

I saw that Camel Up won the Spiel de Jahres game but I've never heard of it! How would you rate it in terms of complexity of rules and components? I'm trying to steer away from "fiddly" games. And I fear that for my students even moderately fiddly will be too much.

1
regniwekimFive Tribes•

The game is really simple, but the pyramid can be a bit wonky.

1
Darwins_Dog•

Codenames or Codenames: Pictures would be a great pick. They have very easy rules and play fairly quickly. They will also foster some abstract thinking and communication skills. There are also lots of abstract strategy games (like anything in the Gipf project) that are relatively inexpensive, but might be a good step up from checkers, etc.
EDIT: Just remembered Math Fluxx that recently came out. No reason why your kids can't practice math skills while they play.

3
ButterballHotlineOP•

Codenames looks great! I can't find Math Fluxx on amazon though, but that's a great suggestion to have them play some games that aren't like... dryly educational, but still tie into some of their subjects.

1
SwampyCr•

Don't be afraid to get games that are not popular on reddit. These kids will have different tastes than us. My students love the following:

Exploding Kittens

Munchkin (We play Marvel Munchkin)

Fluxx (we play Star Fluxx)

DC deck building game

Flashpoint

These are the ones that get pulled out of my bag most often. I try to let the kids pick the games we play.

2
Drift_Marlo•

Carcassone is a title I'm seconding. It's inexpensive, easy to teach yet challenging, not a ton of pieces, it's lovely and it's the game that got me into the hobby and that I still play. I'm very fond of Power Grid more complex and mathy (addition and subtraction) it's a bit longer, but very rewarding, it's also not particularly expensive. Forbidden Island is cheap, cute, fun and quick to play.

2
misterreeves•

My wife runs a gaming club at her school. Carcassonne is far and away the most popular game

1
Drift_Marlo•

That's only because the game is excellent!

2
JohnAndertonEldritch Horror•

My seniors and juniors love Secret Hitler, not to mention you can talk about the historical aspect, too.

1
Guenhwyvhar•

I would suggest games that you can easily substitute the pieces with either dice or playing cards. A bluffing game like Skull and Roses does not need to be purchased if you have a deck of playing cards. Just be familiar with the rules, choose one of the suits as the Skull, and away you go! Liar's Dice needs nothing more than five 6-sided dice per player and a cup to cover the dice with (or you can use your hands if you don't have cups on hand.) Ultimate Werewolf: Ultimate Edition can also be played with a deck of cards if you write the roles on the cards, or you use specific cards for specific roles (hearts for villagers, spades for werewolves, diamonds and clubs for special good and evil). I'm sure there are many other games that can be substituted with simple components, but these immediately come to mind.

The other reason why I would suggest incorporating these substitutions is that once kids know the games, they can go home and have access to the same game, without having to buy a real copy. These games also teach some good social skills (bluffing, deduction, being able to read people), and they can get a lot of mileage without having to shell out cash.

Wits and Wagers is a trivia game that you also don't need to buy to be able to play with kids. Just look up a bunch of trivia with numbers for answers, and whoever gets the closest without going over gets a point. First to ten points wins. They learn trivia, they get excited about doing well in a game show, it can be a lot of fun.

If you want to play with the idea of a meta-game, Mao is the way to go. I personally hate the game because of the meta, but in the right setting, it can be a lot of fun and sort of an inside joke with the players "in the know." The only reason I did not enjoy the game was because I was unfamiliar with the game when I was introduced to it, and I didn't grasp the concept of the game until after I researched what the game was all about.

Poker chips are also a good component to have on hand, if for no better reason than to use instead of cardboard or paper money.

BTW, all of these games play under an hour, and with substituting decks of cards and dice, it should be easy enough to keep these games in stock, even if dice and cards go missing.

Hope that helps!

1
Guenhwyvhar•

As far as board game suggestions go, you should have games that can take a beating, since they will be used quite often by younger folks. Wooden, metal, heavy plastic, or marble pieces stand up well, don't get chipped if they are dropped, and feel good to play with.

Chinese Checkers, Backgammon, Quoridor, Tumblin' Dice, PitchCar, there are lots to choose from. A cribbage board and a Crokinole board are other solid gaming items that can last for quite some time.

1