Have you ever sat and listened during a board game session? Just sat, and heard what people are saying... Sometimes it's nothing, sometimes it's purposeful, sometimes you think "What are you on about?". Well, if you haven't ever just listened, these seven games may very well be for you! We've chosen games for those of us that can't find a mute button, which thrive on your ability to be loquacious. They're all different, and tremendously varied in play style and objectives, but are ones we love and will let you talk to your hearts content! There's rarely a quiet moment when these are on the table! Whether you do so with an air of articulacy or whether words just fall out of your mouth, these should let you utilise your gift of the gab!
If it's a point and blame sort of game you're wanting to raise your voice about, this is it. One Night Ultimate Werewolf is our favourite flavour of werewolf. If you're unaware, werewolf runs in a series of rounds with everyone having a secret identity. In some variants of werewolf, the wolves eliminate players, in others a narrator is needed. Here, everything is app driven. No narrator, no elimination. Everyone needs to find the wolves hidden amongst them, and the wolves need to survive the night. At the end of a night, all players choose someone to hang. Depending on who is hung, either the werewolves are elongated from the village forever... or some poor schmuck takes the hit!
Where this gets shouty is when you realise that you can't take the hit as a werewolf... But you also need to catch them as a villager. No end of talk, fighting and finger pointing will occur! Of course, this game doesn't stay vanilla with just werewolves. Ultimate One Night Werewolf also throws in a few wonderfully stereotypical characters found in any village. The trickster, the insomniac, the drunk, everyone's here! This is a game we're happy to play with anyone, and because it's app driven you only need to know the concept and follow the instruction. Great for a party, perfect as an excuse to get vocal!
This is undeniably one of my personal favourite games. However, it isn't my favourite for the level of discussion that occurs. On the contrary! It'll surprise you, but I'm quite quiet for the most of this one. From playing with multitudes of players, I know this is a game for those who suffer from over verbalising their actions... and anyone who knows to trust no one. It's a weird one, but one you'll find a lot of opportunity to argue about. The game runs in rounds with main players targeting another. You hit someone with a fleet of ships, and then request allies. Then your target asks too. And here's where you may get shouty... No one wants excluding from a win, but you don't want potential betrayals either, it's a minefield!
There's no end of discussion in Cosmic Encounter, but the allying and fallout from it are the most prominent. You discuss actions, cards, outcomes, player abilities... and then, when it all falls apart, you start pointing fingers and getting grumpy. There's also scope for betrayals, straight up take that actions, and opportunities to give aid... but, that said, you won't do that often. When cosmic domination is on the stakes, you won't be playing nice. You'll be pointing the finger and raising voices!
Following Ultimate One Night Werewolf's hidden role mechanic, here's another one. Only this one entails changes across your role. In vanilla Coup, everyone has two influence cards (these are hidden). Every influence has a unique ability for players to use. Your objective is to eliminate everyone else's influence. You can do this through card actions or by Couping them with money. Coup: Reformation is the flavour we love - it's Coup with its expansion which swaps on influence for another, and includes factions to introduce teams. What's interesting here is that there can still only be one winner. Only one thing is certain here... Everyone's the Duke.
You can call players out on their actions and influence. If you're right, they lose that influence, if wrong, you lose one. It's a minefield... but play will end inevitably as having 10 money forces you to coup someone's influence. This is one where you'll play a lot of mind games, tell a lot of lies, and inevitably upset a lot of people. It's brilliant, and is a game you can't be quiet in! Talk is the main element of play. What's better is the turn around speed for a game - it is over and done within 20 minutes, leaving lots of time to shout some more whilst setting up that inevitable second game!
Now here's a game where you can question the inner workings of someone's mind. Linking someone to something, without the ability to speak. Ironic that it's on a list for chatterboxes, no? Well, only one player is silent... and they'll have a lot to say after the game, I promise you that! Mysterium is a cooperative game where investigator players are trying to solve the mystery of how the ghost player died. We pretend it's the aftermath of a game of Cluedo gone wrong. The ghost player has a board and keeps all the facts silent, but they give hints to suggest where the players must investigate. The inference and cards have a similar feel to Dixit, but with a lot more meat on the bone.
So where's the talking? Well.. Players can discuss their clues, and are given separate ones by the ghost. The key phrase for us is "But what does it mean?". Like a young Derek Akura, you'll need to see links between the hints and the culprits, locations, and weapons. You'll spend a lot of time over analysing every card's nooks and crannies. The shapes, colours and themes. Undeniably, this is a frustrating game on the ghosts part, and often where we have the chattier player! They sit silent, their face turning a shade only describable as beetroot, and, when the game ends, will explode into a fountain of words you may never hear again. It's not a social dedication game necessarily, but the discussion held can be heavy, and holds wonderful interpretation of mystery and inference. A great one to listen in on!
If you're more into avoiding getting shot and backstabbing, I recommend this. In essence, you're post heist and the cash is on the table. The question is, who gets what? Ca$h and Gun$ is centred around players determining who gets to pick from the good first. You can shoot people to deter them, or just threaten them, and you can back out of a stand off to save your skin. What's interesting is determining who sets up the cash and chooses first. That's the godfather, the head honcho, the top dog, right? Well, that can change and it does. The game has a few intricate rules to ensure fairness is paramount, but it's centred around arguing and pointing fingers.
You will spend a lot of time pleading for your life and threatening the competition. No one wants to be shot, but you also don't want to lose out on loot. Can you call someone's bluff well enough to see a blank? Or will you be riddled with holes? It gets more in depth when you incorporate the variable player powers too, meaning it has scope for lots more depth and a tonne of replay-ability. When you've got a few loud people at a party, this is the one we'd recommend - and not just so you can threaten them with a foam gun!
There's something about arguing you're right, and not being coached. Free choice is imperative when you're sticking to your guns... and Sub Terra is the king of proving you're right! With my canned line of "You guys are stupid I'm going this way" I have no end of memories explaining how my death was not my fault. This is a cooperative game where cooperation is optional. You can win going rogue, but your chances diminish when danger rocks up. The pretence is that you're all cavers who have fallen into a hole and are now trapped. There is an exit, but you have to lay tiles to find it... and of course, there are cave dangers and spooks out to get you.
Discussions in Sub Terra take two forms: structured plans and balanced ideas, or arguments and a group split. Which we think is superb! No one wants a disagreement in a cooperative game that you can't resolve... Sub Terra allows you to go your own way and swan off on your own adventure. But talk doesn't cease when you do! There is only one exit, and if they find it before you, you're going to have a bad time. You'll still need to coordinate plans and discuss what's going on. Arguments will become tactics, and disputes can become compromises. It's the board game equivalent of leaving the room to cool off before monstrosities chase you back to your group!
Big Potato have a record of making cracking party games for those with creative edges and quick wit. Bucket of Doom is their gift to the world of those who can articulate their way out of steel cage. You get a deadly scenario, a choice of two objects, and need to explain how you escape. One player judges and distributes cards, and the winner is whomever is voted to have the best (or funniest) escapade that avoids their demise. Now don't let this need for the gift of the gab put you off... No end of times will it just come to you, or you'll play off of the narrative built by other players. It works, and it's ridiculous, but incredible.
This is a game where everyone has a chance to talk, so there's no domineering. You narrate your entrance and set the scene, introduce your object, explain your escape. Simple, no? Well, if someone has got that edge with explanations and narrations, you can spice it up further. You can play blind and reveal objects at the last second, or can require the use of two objects. We found its a game welcomed by all and shows people's creative side as well as their articulacy. This one is NSFW, but a quick filtering of some cards can remove that.