Buying guide

The best board games for 6-year-olds

Ages 6 to 7Co-op15 to 30 min

Six-year-olds can handle a hand of cards, a little memory and a lot of talking. These seven are the first games on our age lists that adults play for their own sake, and some of them will last the rest of childhood.

CABy Corin Ashdown · Updated · 9 min read

Short answer

Ticket to Ride: First Journey is the best board game for most 6-year-olds. It's a real strategy game in a short, simple package. For a cooperative game, get Mysterium Kids: Captain Echo's Treasure. For a cheap card game the whole family will keep playing, Rat-a-Tat Cat.

Quick picks

The seven games

By six, most kids are reading a little, can keep a secret for a whole game and can think two moves ahead when they want to. That lets in memory games, simple route planning and games where you have to explain your thinking out loud. We've also kept one 5+ favorite at the end, because it hasn't run out of steam yet.

DAYS OF WONDER · 2016TICKET TO RIDE:FIRST JOURNEY

01

Best overallCompetitiveRoute building

Ticket to Ride: First Journey

2–4Players
15–30 minPlay time
6+Age
1 / 5Complexity

Players collect colored train cards and spend them to claim routes between cities on a map of the United States. Each ticket card shows two cities to connect. Complete a ticket and you draw a new one. The first player to finish six tickets wins. The rules are a lot simpler than the full game, and the routes are short, so turns move quickly. Kids learn to plan a route, hold on to the right cards and watch for an opponent blocking their path. It's the best "real" game a 6-year-old can play.

Why it works at 6

  • A real strategy game that plays in under half an hour
  • Picture tickets and a US map make geography fun
  • A natural step up to the full Ticket to Ride later

Think twice if

  • Families who already own full Ticket to Ride may skip it
  • Drawing cards can feel slow if a child waits for one color
LIBELLUD · 2022MYSTERIUM KIDS: CAPTAINECHO'S TREASURE

02

Best co-opCo-opDeduction

Mysterium Kids: Captain Echo's Treasure

2–6Players
20 minPlay time
6+Age
1 / 5Complexity

A friendly ghost, Captain Echo, is trying to help a group of kids find his treasure. One player takes the ghost role and knows the answer, but can't speak. Instead, the ghost shakes a tambourine to give clues. Everyone else tries to work out which noise card the ghost means. It's a sweet, silly version of the adult game Mysterium. Six-year-olds love being the ghost, and the guessers talk constantly, which is exactly what you want from a co-op.

Why it works at 6

  • One player is the ghost and gives clues with sounds, which kids find hilarious
  • Cooperative, so the whole table discusses every guess
  • Plays up to six, good for a family evening

Think twice if

  • Quieter kids may not want the ghost role
  • Works best with at least three players
GAMEWRIGHT · 1995RAT-A-TAT CAT

03

Best card gameCompetitiveMemory

Rat-a-Tat Cat

2–6Players
20 minPlay time
6+Age
1 / 5Complexity

Everyone has four cards face down. At the start you peek at the two on the ends, then try to remember them. On your turn, you draw and either swap a card into your row or discard. The aim is the lowest total: cats are low numbers, rats are high. Power cards let you peek, swap with another player or draw extra. When you think you're lowest, say "Rat-a-tat cat" to end the round. It's a proper family card game, and many parents find themselves playing it after the kids have gone to bed.

Why it works at 6

  • Memory, adding up and a bit of bluffing in one small deck
  • Power cards add choices without adding much rule
  • Plays up to six and suits adults too

Think twice if

  • Some kids forget their face-down cards and get frustrated
  • Adding up totals at the end needs a helper at first
PEACEABLE KINGDOMGNOMES AT NIGHT

04

Best for two kidsCo-opMaze

Gnomes at Night

2–4Players
15 minPlay time
6+Age
1 / 5Complexity

A board stands upright between two players with a maze on each side. Each player sees only their own side. Magnetic gnomes on each side are linked through the board, so they move together. Walls on your side aren't walls on mine. You have to talk each other through the maze and collect everything before the sand timer runs out. "Left. No, your left!" is a common sound. It's a great way for siblings to practice clear directions and patience with each other, and it's hard enough to keep adults interested too.

Why it works at 6

  • Teaches clear speaking and listening, not just turn-taking
  • The two-sided magnetic board is a great bit of design
  • Cooperative, so siblings work on the same side

Think twice if

  • Shouting can take over in excitable households
  • Works best with two players
ZYGOMATIC · 2009SPOT IT!

05

Best travel gameCompetitiveSpeed

Spot It!

2–8Players
15 minPlay time
6+Age
1 / 5Complexity

The full version of the round-card matching game. Any two cards share exactly one symbol, and you race to find it. There are several mini games in the tin. At six, kids can play the standard set against adults and win, which isn't true of the Jr. editions. It's quick to teach, fits in a bag and plays well with a whole table. If your child loved Spot It! Jr. Animals, this is the obvious next step.

Why it works at 6

  • Pocket-sized and fast, so it comes everywhere
  • Adults play it for real, no holding back needed
  • Plays up to eight

Think twice if

  • Fast kids can dominate slower readers of pictures
  • Gets loud
HASBRO · 1979GUESS WHO?

06

Best for twoCompetitiveDeduction

Guess Who?

2Players
20 minPlay time
6+Age
1 / 5Complexity

Each of you secretly picks a mystery person. Take turns asking yes-or-no questions, like "Does your person wear glasses?", then flip down every face the answer rules out. First to name the other player's person wins. At six, kids move from guessing wildly to asking questions that knock out half the board. That's real logical thinking, and you'll see it improve game by game. It peaks quickly, though, so think of it as a two-year game.

Why it works at 6

  • Teaches yes-or-no questions and logic in a simple, friendly way
  • Strictly two-player, good for a parent and child
  • Quick and easy to set up

Think twice if

  • Once kids find the best questions, there's not much left
  • Only ever two players
HABA · 2017DRAGON'S BREATH

07

Still great at 6CompetitiveDexterity

Dragon's Breath

2–4Players
15–20 minPlay time
5+Age
1 / 5Complexity

Players pick a gem color, then lift a ring from the ice tower inside a cardboard dragon and watch gems tumble out. You collect the ones in your color. It's a 5+ game, but six-year-olds still love it, and it's ideal when a younger sibling wants to play too. If you already own it from last year, skip it. If you don't, it's a lovely game for a mixed-age household. See our 5-year-old guide for more on how it plays.

Why it works at 6

  • Won the Kinderspiel des Jahres in 2018
  • The gem-filled ice tower still draws a crowd
  • Fair across ages, so a younger sibling can join

Think twice if

  • Probably outgrown by seven or eight
  • Small gems need careful storage

How long will it last?

A game that's outgrown by Easter is poor value. Here's our estimate of each game's sweet spot and when most kids move on. Every child is different, so treat these as rough guides.

GameSweet spotUsually outgrownAdults enjoy it?
Ticket to Ride: First Journey6 to 88 or 9, when they're ready for full Ticket to RideYes, as a light filler
Mysterium Kids: Captain Echo's Treasure6 to 9Around 10Yes, with kids at the table
Rat-a-Tat Cat6 to 9Rarely: it becomes a family card gameYes
Gnomes at Night6 to 9Around 10Yes, as a partner game
Spot It!6 and upNever, reallyYes
Guess Who?6 to 88 or 9, once they find the best questionsNot much
Dragon's Breath5 to 7About 7 or 8Only with kids

If you can buy only one game, the safest long-term bets are Spot It! and Rat-a-Tat Cat. Both are still played in plenty of adult households. Ticket to Ride: First Journey has a built-in next step: when it gets easy, move up to the full game, which our 7- and 8-year-old guide covers.

Side-by-side table

GamePlayersTimeAgeMode
Ticket to Ride: First Journey2–415–30 min6+Competitive
Mysterium Kids: Captain Echo's Treasure2–620 min6+Co-op
Rat-a-Tat Cat2–620 min6+Competitive
Gnomes at Night2–415 min6+Co-op
Spot It!2–815 min6+Competitive
Guess Who?220 min6+Competitive
Dragon's Breath2–415–20 min5+Competitive

How we chose

We looked for games that give 6-year-olds real choices, play in thirty minutes or less, and work with adults at the table. We favored games that teach something useful, like planning, memory or clear talking, without feeling like homework. Player counts, play times and ages come from the publisher's box listing. All seven score 1 on our 1–5 complexity scale, explained on our method page. The "how long will it last" estimates are our own judgment.

Questions

Is Ticket to Ride: First Journey good for a 6-year-old?

Yes. The box says 6+, and it fits that age well. Most kids learn it in one game and play it without help by the second or third.

What's a good cooperative game for a 6-year-old?

Mysterium Kids for a group, or Gnomes at Night for two. Both make kids talk to each other, which is the best part of a co-op at this age.

What board game can a 6-year-old play with adults?

Rat-a-Tat Cat and Spot It! are the two adults are most likely to enjoy for their own sake. Ticket to Ride: First Journey is a close third.

My 6-year-old finds these too easy. What next?

Look at our board games for 7- and 8-year-olds, or our family board games for games the whole house can share.

CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.