Original rules · personal tabletop play

Yorevanti — the complete play collection

Five original games for different kinds of group. Check the stated player range, make the information readable and let everyone understand the objective.

Yorevanti — the complete play collection

Game 1

Station Shuffle

Two friends smiling over a compact abstract strategy game

Yorevanti · illustrative tabletop scene

3–6 players · about 20 minutes

A destination, an unexpected object and one convincing explanation. Discover how differently people pack for the same journey.

  1. 01

    Write two piles

    Each player writes three imagined destinations and three ordinary objects on separate scraps. Mix destinations in one bowl and objects in another. Avoid prompts about real private experiences.

  2. 02

    Make a connection

    Reveal a destination and give each player a random object. In turn, explain in one sentence why that object belongs on the journey. Anyone may exchange an uncomfortable prompt without penalty.

  3. 03

    Choose the surprising fit

    After all explanations, each player points to a favourite explanation other than their own. Each vote earns its storyteller one point. Play three destinations, then celebrate the most memorable connection as well as the final score. Ties are shared.

Game 2

Signal Garden

A host demonstrating a cooperative tabletop turn

Yorevanti · illustrative tabletop scene

2–4 players · about 30 minutes

Place symbols in a shared garden while collecting different patterns. The same square can help more than one plan.

  1. 01

    Prepare the garden

    Draw a five-by-five grid. Make 24 paper tiles: eight circles, eight triangles and eight squares. The centre is a permanent empty path. Each player chooses one symbol as their scoring focus; with four players, two may share a symbol.

  2. 02

    Take a visible choice

    Shuffle the tiles and reveal three. On a turn, choose one and place it in any empty non-centre square, then refill while tiles remain. Everyone can see the full grid and market.

  3. 03

    Score the patterns

    When the grid is full, each player scores two points for every orthogonal pair of their chosen symbol and one point for each row containing all three symbols. Shared symbols may tie; highest total wins, and equal totals share the result.

Game 3

Shared Supper

An overhead arrangement of colourful cards score pads and wooden counters

Yorevanti · illustrative tabletop scene

3–6 players · about 25 minutes

Build a menu from limited ingredients. Everyone has a request, and the final table needs room for each one.

  1. 01

    Make the pantry

    Write eighteen ingredient cards: six vegetables, six grains and six extras. Shuffle and reveal six. Each player privately chooses one category they want represented at least twice in the final menu.

  2. 02

    Build the menu

    Take turns moving one visible ingredient to the menu and refilling the pantry while cards remain. Players may discuss choices but must let the active player make the final decision. Stop when the menu has nine cards.

  3. 03

    Check the requests

    Reveal each player’s chosen category. The group succeeds if every request is met and all three categories appear in the menu. For a second game, aim for exactly three cards from each category. The menu is a game abstraction, not dietary advice.

Game 4

The Last Postcard

Adults taking part in a conversational storytelling card game

Yorevanti · illustrative tabletop scene

3–6 players · about 15 minutes

Tell a place without naming it. Each extra clue helps the reader, but the table has a small shared word budget.

  1. 01

    Choose the reader

    One player looks away while the others choose a familiar type of place, such as a library or a beach. Use broad places everyone understands rather than private holiday memories.

  2. 02

    Spend the words

    The writers take turns adding one word to a shared postcard. They have eight words in total and cannot use the place name or a direct part of it. The reader may make one guess after the fourth word and one after the eighth.

  3. 03

    Pass the postcard

    A correct early guess earns two shared points; a correct final guess earns one. Reveal the place and change the reader. Play until everyone has read once, then compare the group’s clues and favourite surprises.

Game 5

Roundabout Plans

A hand rearranging small hexagonal tiles on a violet playmat

Yorevanti · illustrative tabletop scene

3–5 players · about 25 minutes

Everyone draws a route, then a neighbour adds the next turn. Can you recognise a useful plan when it comes back?

  1. 01

    Draw a starting map

    Give each player a sheet with a five-by-five grid, a start in the centre and a goal in one corner. Mark three blocked squares that do not include the start or goal. Pass every sheet left.

  2. 02

    Extend the route

    On the sheet you receive, draw one orthogonal step from the current route end into an unblocked square. If no legal step exists, mark a pause instead. Pass left after every step; revisiting a square is allowed.

  3. 03

    Bring the plans home

    After ten passes, return sheets to their original owners. The table scores one shared point for each route that reached its goal at any time. Discuss which blocked-square arrangements made a route easier or harder before drawing a new set.