#01
Apples to Apples
Match a noun card to the judge’s adjective and make the best case for your choice.
Browse an A–Z directory, then filter by group size, time, and the cards you already own. Every entry points to a publisher or named rules reference.
70
curated games
26
letter filters
0
copied rulebooks
Interactive directory
Pick a letter, then narrow the list by group size, time, or deck type.
#01
Match a noun card to the judge’s adjective and make the best case for your choice.
#02
Build colorful tree paths while keeping the right cards in hand to earn scoring rights.
#03
Plant, trade, and harvest beans while managing a hand whose order cannot be rearranged.
#04
Partners bid a contract, then use careful trick play to make or defeat it.
#05
Partners collect melds, especially seven-card canastas, across a long-form rummy game.
#06
Bluff about hidden influence, challenge rivals, and be the last player still in power.
#07
Buy cards from a shared market to improve your deck and score the most victory points.
#08
Race to play numbered cards into shared piles while clearing your personal blitz stack.
#09
Two partnerships choose trump and compete over five quick tricks.
#10
Avoid explosive cards by using action cards to skip, peek, shuffle, or defuse.
#11
Make books and runs across eleven rounds as the hand size and wild rank change.
#12
Play cards that continually change the draw, play, and victory rules.
#13
Draw and discard to form sets and runs while keeping unmatched card values low.
#14
Replace face-down cards over several holes and aim for the lowest total score.
#15
Cooperate to build fireworks while everyone can see every hand except their own.
#16
Avoid penalty cards in tricks—or take the risky path of capturing every one.
#17
Explore together, then decide when to leave before a repeated hazard ends the round.
#18
Build a civilization tableau whose card icons power increasingly disruptive abilities.
#19
Trade goods, manage camels, and time large sales in a two-player market duel.
#20
Compete to complete three-panel comic strips with the funniest final card.
Adult humor; check the edition before choosing it for a group.
Open publisher#21
Pilot a unique prebuilt deck, gather Æmber, and forge three keys before your rival.
#22
Match hanafuda cards by month and decide whether to bank a scoring hand or continue.
#23
Commit to expeditions only when their rising card sequences can repay the entry cost.
#24
Use one card per turn to deduce and eliminate rivals while protecting a strong hand.
#25
Roll dice to activate city cards, earn coins, and complete your landmarks first.
#26
Pitch absurd inventions that solve a prompt using the unlikely object in your hand.
#27
Cast spells, summon creatures, and reduce an opponent’s life using a constructed deck.
Player count, deck size, and duration vary by format.
Open official rules#28
Choose to score matching colors or steal a matching stack from another player.
#29
Shed your cards while discovering the group’s hidden rules through penalties and play.
House rules are the point of the game, so versions differ substantially.
Open rules reference#30
Build a hero deck and cooperate to defeat a villain before its scheme succeeds.
#31
Match the top discard by suit or rank and use special cards to disrupt other players.
Special-card effects vary by country and play group.
Open rules reference#32
Turn over two cards at a time and remember their positions to collect matching pairs.
#33
Combine betting-board payouts, poker comparisons, and a race to shed cards in sequence.
Also encountered under names such as Michigan Rummy; local versions differ.
Open rules reference#34
Bid for a contract, call a secret partner, and capture point cards in a Korean trick-taker.
The common five-player game uses a standard deck plus one joker.
Open rules reference#35
Advance toward the distance target while hazards stop rivals and safety cards protect you.
#36
Play creatures in a compact duel, knowing your opponent can steal two key plays.
#37
Bid secretly for property cards and complete three color sets before anyone else.
#38
Collect three complete property sets while charging rent and playing disruptive actions.
#39
Follow changing table rules, catch mistakes, and avoid accumulating penalty cards.
#40
Use action, counter, and trap cards in a chaotic race to hold exactly ten cards.
#41
Kick down doors, fight monsters, collect treasure, and interfere with rivals racing to level ten.
#42
Partners draw, discard, signal, and wager across four comparisons in a Basque classic.
Usually played with a 40-card Spanish deck; regional scoring varies.
Open rules reference#43
Improve cards inside transparent sleeves and push for resources without spoiling your turn.
#44
Play solitaire-style piles simultaneously while racing to empty your personal Nertz pile.
#45
Spend limited chips to refuse cards, or take them and build low-scoring sequences.
#46
Predict exactly how many tricks you will win, then navigate the hand to hit that bid.
#47
Make pairs and draw from neighbors while trying not to finish with the unmatched card.
#48
Complete a different run-or-set objective in each phase before opponents advance.
#49
Combine betting decisions with ranked card hands across many distinct variants.
Player count and duration depend heavily on the poker variant and stakes format.
Open rules reference#50
Ask other players for named cards and collect complete four-card families.
#51
Build words from letter cards as hand sizes grow over eight rounds.
#52
Choose phases and build a space empire through worlds, developments, production, and trade.
#53
Draw and discard to arrange your cards into valid sets and runs.
#54
Play ascending or matching sets without rearranging your hand, or scout a card from a rival.
#55
Partners bid their expected tricks, with spades permanently serving as trump.
#56
Draft one card at a time to assemble valuable sushi combinations before hands pass on.
#57
Cooperate to play numbered cards in ascending order without discussing your hands.
#58
Partners shed poker-like combinations in a climbing game with bids and special cards.
#59
Match color or number, use action cards, and be first to empty your hand.
#60
Build a unicorn stable while using upgrades, downgrades, and counters to slow rivals.
#61
Direct a vampire faction through political deals, combat, and multiplayer influence.
#62
Arrange flowers and trees around your village green to satisfy changing award cards.
#63
Reveal cards simultaneously; the higher rank wins the capture in a game driven by chance.
#64
Bid an exact number of tricks while wizard and jester cards bend ordinary suit ranking.
#65
Add numbered cards to rows while trying not to take piles full of penalty points.
#66
Predict your final trick count, then follow symbol combinations rather than ordinary suits.
#67
Read your opponent and resolve attacks, throws, and blocks like a card-based fighting game.
#68
Summon monsters and use spells and traps to reduce an opponent’s life points.
#69
The rules keep changing while zombie creepers complicate the shifting goals.
#70
Avoid explosions and use zombie cards that can bring eliminated players back into the round.
A focused, checked list is better than padding every letter with dubious titles.
Filters answer the practical question: what works for this group tonight?
We summarize the choice, then send you to the publisher or a named specialist reference.
How this directory works
Traditional deck games, dedicated-deck games, collectible games, and specialty-deck games are included when cards carry the core play. Card-driven board games may be left out.
They reflect the linked rules or common base game. Expansions, teams, house rules, and editions can change the range, so check the source before buying.
Traditional games rarely have one rights-holder. Those entries link to a specialist rules archive and flag regional variation instead of pretending one version is universal.
No. It is a growing editorial directory. We add entries when the name, basic facts, and a useful source can be checked; empty space is preferable to invented completeness.