Board and Card Game Recommendations for Libraries and Schools

Math Games

TitlePublisherRetail Price (USD) Language Independent?
Mobi KidsMobi$19.99MathYes
MobiMobi$22.99MathYes
ProofEvermade$17.99MathYes
Math DiceThinkfun$6.99MathYes
24Suntex$23.95MathYes
Go Figure / FormulaDidax$12.99MathYes
CribbageN/A$15.00MathYes
Mathable JrFGA$24.99MathYes
MathableFGA$24.99MathYes
Crossmath / SmathMindware$21.95MathYes
Piece of Cake / New York SliceWinning Moves / Bezier Games$29.95MathYes
Aunty Ruth’s ApplesFamily Pasttime Co-operative Games$12.00MathNo
Take 5Amigo Games$9.73MathYes
Mathable DominoFGA$24.99MathYes
Math Path MonsterThinkfun$19.99MathYes

Educational Games that Support Learning Outcomes

We recognize that all games can be considering educational in some way.   Games teach strategy, critical thinking, and communication.   But for this list, we wanted to focus on games that have an authentic connection to learning outcomes typically found in school.   Some of these games are in the above list as well.
Title Publisher Retail Price (USD) Topic Area Language Independent?
Mobi Kids Mobi $19.99 Math Yes
Mobi Mobi $22.99 Math Yes
Bananagrams Bananagrams $15.99 Language Arts No
Proof Evermade $17.99 Math Yes
Moments Van Ryder Games $36.00 Language Arts Yes
Math Dice Thinkfun $6.99 Math Yes
24 Suntex $23.95 Math Yes
Things in Rings Allplay $19.00 Language Arts / Logic No
Pictures Rio Grande Games $39.95 Art Yes
Rory’s story cubes Zygomatic $11.00 Language Arts Yes
Go Figure / Formula Didax $12.99 Math Yes
Cribbage N/A $15.00 Math Yes
Mathable Jr FGA $24.99 Math Yes
Mathable FGA $24.99 Math Yes
Just One Repos Production $20.55 Language Arts No
Crossmath / Smath Mindware $21.95 Math Yes
So Clover! Repos Production $35.00 Language Arts No
Zingo ThinkFun $23.99 Language Arts Yes
Zendo Looney Labs $44.00 Logic No

Recreational and Educational Games

This list is for settings where the games do not have to be explicitly educational.   The games in the above lists are included, so that the recreational games can be ranked alongside games that could be used for education.
Title Publisher Retail Price (USD) Topic Area Language Independent?
Mobi Kids Mobi $19.99 Math Yes
Mobi Mobi $22.99 Math Yes
Bananagrams Bananagrams $15.99 Language Arts No
Proof Evermade $17.99 Math Yes
Moments Van Ryder Games $36.00 Language Arts Yes
Happy Salmon Exploding Kittens $12.99 No
Yogi Gigamic $15.00 No
Uno Mattel $8.00 Yes
Super Mega Lucky Box Gamewright $17.99 Yes
Strike Ravensburger $24.99 Yes
Pick-a-Dog/Pig Gryphon Games $11.99 Yes
Chemistry Fluxx Looney Labs $20.00 No
Fluxx (with many variations) Looney Labs $20.00 No
Math Fluxx Looney Labs $20.00 No
Nature Fluxx Looney Labs $20.00 No
Math Dice Thinkfun $6.99 Math Yes
Liar’s Dice University Games $26.99 Yes
Can’t Stop! Eagle-Gryphon Games $24.99 Yes
Animal Upon Animal Haba $36.37 Yes
24 Suntex $23.95 Math Yes
Too Many Cooks Good Games Publishing $24.99 Yes
Things in Rings Allplay $19.00 Other No
Point Salad Alderac Entertainment Group $24.99 Yes
Pictures Rio Grande Games $39.95 Art Yes
Monza HABA $26.35 Yes
Chromino Asmodee $35.95 Yes
Sorry Hasbro $11.19 Yes
Shobu Smirk & Laughter Games $30.00 Yes
Rory’s story cubes Zygomatic $11.00 Language Arts Yes
Mojo The Flying Games $10.99 Yes
Jenga (regular and giant size) Hasbro $11.35 Yes
Illusion Nürnberger-Spielkarten-Verlag $12.03 Yes
Goat’s Day Out Think Fun $19.99 Yes
Go Figure / Formula Didax $12.99 Math Yes
Cribbage N/A $15.00 Math Yes
Barrel of Monkeys $30.00 Yes
Abandon All Artichokes Gamewright $14.93 No
TTR: First Journey (Elementary) Days of Wonder $50.00 No
Tiny towns Alderac Entertainment Games $49.99 No
Super Rhino/Rhino Hero HABA $21.04 Yes
Second Chance Pegasus Spiele $16.28 Yes
Rock Paper Wizard WizKids $19.99 Yes
Mathable Jr FGA $24.99 Math Yes
Mathable FGA $24.99 Math Yes
Just One Repos Production $20.55 Language Arts No
Fun Facts Repos Production $19.90 No
Flip 7 The Op Games $13.99 Yes
Dice and Slice ThinkFun $12.99 Yes
Crossmath / Smath Mindware $21.95 Math Yes
So Clover! Repos Production $35.00 Language Arts No

The Selection Process

We started by assembling an advisory panel of experts who have worked with selecting games for settings such as schools, libraries, and hospitals.  Stephen Conway, Donald Dennis, Brian Mayer, Kathleen and Mercury worked with Scott Nicholson, Oscar Gorbet, and Alex Kulenkamp to identify a set of criteria.   The goal was to create criteria that would allow us to rank board and card games in order to identify a short list of games to recommend  to someone wanting to start or fund a small collection of games for others to play. 

Here are those criteria, along with the weighting for each:

  • Robustness (30%). The game is playable if some of the pieces are components are missing, and/or replacement components are easy to create with found objects and paper. The pieces are durable.
  • Explainability(30%). The game can be explained in a short period of time with few rule exceptions, or can be easily learned by players. The rulebook is well-written and easy for players to use to answer their own rule questions.
  • Engagement(20%). Players are regularly engaged in gameplay with little downtime
  • Table Presence(10%). The game experience appears interesting to attract the interest of library patrons. When there are people in the game, there is a diverse representation of characters.
  • Overhead(10%) – The game is easy to set up, to verify all the essential components are there, and to pack back into the box afterward.
 
We then developed a rating standard to allow us to assign a score between 0 and 3 for each criterion.   We also collected additional information about each game, such as the educational topic (if there was one), the amount of language needed to play the game, age ranges, and number of players.   

We then put out calls for titles of games to rank through social media and game-related organizations that might be appropriate, given these criteria, for a library or school setting.  This resulted in a data set of about 250 games that we evaluated.  This data was then used to generate the lists above.

Jax Chaudhry

Jax Chaudhry leads Project Invent, a national nonprofit that empowers youth with future ready mindsets for individual success and global impact, through invention. Originally from the Southside of Chicago, Jax loves working with students, families and partners to ensure every student can attain success as they define it. For more than 10 years, she has worked with elementary schools, high schools, education nonprofits and led regional teams and operations to ensure student success.

Michael Leventhal

Kenneth Y T Lim operates at the intersection of neuroergonomics, the learning scienceMichael Leventhal is co-founder of RobotsMali, a pedagogical and AI4D laboratory and STEM education center in Bamako, Mali. RobotsMali has trained thousands of students from elementary school to high school in computer science, robotics, and artificial intelligence, coached national robotics teams that have won 32 medals in international competitions, and developed technologies using AI and robotics for the social and economic development of Mali. Before becoming an educator in Mali, Michael worked as a technologist in Silicon Valley.s, and cognitive psychology. In 2023, he and his team were identified by UNESCO to share their work on the affordances of Generative AI for meaningful teaching and learning, during UNESCO’s first annual flagship event Digital Learning Week, international forum on the implications of Generative AI for education, in the session on ‘Preparing students and teachers for responsible use of AI’.

Enouce Ndeche

Enouce Ndeche is the founder and Director of Vijana Amani Pamoja ,VAP a community scheme based in Nairobi Kenya that uses the power and the popularity of the game of soccer/football as a catalyst for social, educational and economic empowerment.Enouce holds a degree in sociology from Egerton university and he is also the 2020 individual award recipient “Diversity and Inclusion Eminent Leader Award Enouce is also a certified Sports Philanthropy and Executive, George Washington University and is a 2023 Gratitude Network fellow.

Kenneth Y T Lim

Kenneth Y T Lim operates at the intersection of neuroergonomics, the learning sciences, and cognitive psychology. In 2023, he and his team were identified by UNESCO to share their work on the affordances of Generative AI for meaningful teaching and learning, during UNESCO’s first annual flagship event Digital Learning Week, international forum on the implications of Generative AI for education, in the session on ‘Preparing students and teachers for responsible use of AI’.