Buying guide

The best board games for 7 and 8 year olds

Ages 7–8Co-op and competitive15 to 60 min

Seven and eight is the age when kids stop needing games made for kids. These eight have real decisions in them, short turns, and rules a child can hold in their head. For each one we also name the bigger game it leads to.

CABy Corin Ashdown · Updated · 9 min read

Short answer

Kingdomino is the one to buy first. It takes 15 minutes, the scoring is simple counting, and adults don't have to fake interest. For a child who melts down after losing, get Zombie Kidz Evolution, where everyone plays on the same side. For a step toward grown-up games, Ticket to Ride.

Quick picks

The eight games

Most of these say 8+ on the box. Box ages are a guide to reading level and rules length, not a hard line. A seven-year-old who already plays card games with the family will manage every game here with an adult nearby. A seven-year-old who has only played Candy Land will do better starting at the top of the list.

BLUE ORANGE GAMES · 2016KINGDOMINO

01

Best overallCompetitiveTile laying

Kingdomino

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

Each player builds a small kingdom out of domino-shaped tiles, each half showing a terrain such as wheat, forest or lake. A new tile has to touch matching terrain, and the kingdom must fit inside a five-by-five grid. The clever part is the draft: grabbing the best tile this round means you choose last in the next one. At the end, every connected patch of one terrain scores its size multiplied by the crowns in it. A seven-year-old can add that up with a little help, and it sneaks in real multiplication practice. Kingdomino won the Spiel des Jahres in 2017.

Why kids this age get it

  • Scoring is counting: squares times crowns
  • A whole game takes about 15 minutes, so a rematch is easy
  • Adults have real choices to make too

Think twice if

  • Final scoring needs an adult's eye the first few times
  • A child who wanted the tile you just took may need a minute
GAMEWRIGHT · 2013SUSHI GO!

02

Best quick gameCompetitiveCard drafting

Sushi Go!

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

Each round you get a hand of sushi cards. You keep one, then pass the rest to the next player and pick again from the hand you were given. Tempura scores in pairs, sashimi in sets of three, dumplings get better the more you collect, and wasabi triples the next nigiri you play. After three rounds the highest score wins. Children pick up the keep-one, pass-the-rest rhythm within a single hand. What they learn without noticing is that the card they take is also a card their neighbor never gets.

Why kids this age get it

  • Everyone picks at the same time, so nobody sits waiting
  • Each card shows how it scores
  • The small tin fits in a backpack

Think twice if

  • Pudding cards only score at the very end, which confuses at first
  • An older sibling who tracks the cards will win most games
SCORPION MASQUÉ · 2018ZOMBIE KIDZEVOLUTION

03

Best co-opCo-opLegacy co-op

Zombie Kidz Evolution

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

Zombies have taken over the school, and the kids have to lock all four entrances. On your turn you roll a die to see where a new zombie shows up, then move your hero and clear zombies out of the room you're in. Lock all four entrances to win, but if a zombie has to enter the school and none are left in the reserve, everyone loses. The "evolution" part is what keeps kids asking for it: after enough games you open envelopes that add heroes, powers and new challenges, and you track progress with stickers.

Why kids this age get it

  • Everyone wins or loses together, which ends a lot of arguments
  • Sealed envelopes and stickers add new rules the more you play
  • Turns are short: roll, move, clear zombies

Think twice if

  • Once stickers go on, you can't reset the box to the start
  • Kids who are nearly nine may find the first few games easy
GAMEWRIGHT · 2015DRAGONWOOD

04

Best for risk-takersCompetitiveDice and cards

Dragonwood

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

A row of creatures and enchantments sits face up, each with a number you need to beat. You collect adventurer cards, then play a set of them to attack: a run of numbers in a row, cards of one color, or cards with the same number. Each card in your set lets you roll one die. Beat the target and you capture the creature for points. Bigger sets mean more dice and a safer roll, but saving up costs you turns. Two dragons hide in the deck and are the hardest fights in the game.

Why kids this age get it

  • Each card played adds a die, so kids weigh odds without a lesson in probability
  • Creatures with silly names keep the mood light
  • Enchantments give lasting powers kids love to collect

Think twice if

  • Turns drag if a child counts every possible combination
  • A bad roll after saving up for several turns can sting
IELLO · 2011KING OF TOKYO

05

Best for big personalitiesCompetitiveDice

King of Tokyo

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

Every player is a giant monster fighting over Tokyo. You roll six dice up to three times, keeping the ones you like, much like Yahtzee. Claws hit other monsters, hearts heal, lightning bolts earn energy for power cards, and sets of numbers score points. The monster in Tokyo hits everyone outside, but everyone outside only hits the monster in Tokyo, so sitting in the city is a gamble. First to 20 points or last monster standing wins. At this age, roll, keep and reroll is the whole appeal, and that's fine.

Why kids this age get it

  • Rolling a fistful of dice is fun before you understand any strategy
  • Giant monsters are an easy sell
  • Plays up to six, so friends can join

Think twice if

  • A monster can be knocked out early and have to watch
  • Power cards need reading aloud for slower readers
DAYS OF WONDER · 2004TICKET TO RIDE

06

Best step upCompetitiveRoute building

Ticket to Ride

2–5Players
30–60 minPlay time
8+Age
2 / 5Complexity

You collect colored train cards and spend matching sets to claim routes between cities on a map of North America. Secret destination tickets tell you which cities to link. You score them at the end if you connected them and lose the points if you didn't. The box says 8+, and that's about right. Most seven-year-olds can play with an adult checking their tickets halfway through. If yours is still on the young side, Ticket to Ride: First Journey is the kids' version, covered in our guide for 6 year olds. The full game won the Spiel des Jahres in 2004.

Why kids this age get it

  • Only three things to do on a turn: draw cards, claim a route or take tickets
  • The map gives kids a feel for US geography
  • Adults enjoy it on its own merits

Think twice if

  • Unfinished tickets cost points at the end, which can feel harsh
  • A four-player game can run close to an hour

How to play Ticket to Ride →

Z-MAN GAMES · 2000CARCASSONNE

07

Best tile gameCompetitiveTile laying

Carcassonne

2–5Players
35 minPlay time
7+Age
2 / 5Complexity

Players take turns drawing a square tile and adding it to a shared map of roads, cities and monasteries. After placing a tile you may put one of your wooden followers on it to claim a feature. When that road, city or monastery is finished, it scores and the follower comes back to you. You only have a handful of followers, so kids learn quickly not to scatter them everywhere. The farmer rules are the one tricky part, and most families skip them at first. Carcassonne won the Spiel des Jahres in 2001.

Why kids this age get it

  • One tile and one choice per turn
  • The map you build together looks different every game
  • The 7+ on the box matches what we've seen

Think twice if

  • Farmer scoring is confusing, so leave farms out for the first few games
  • Kids can feel picked on when someone muscles into their city
GAMEWRIGHT · 2005SLEEPING QUEENS

08

Best first card gameCompetitiveCards

Sleeping Queens

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

Twelve queens lie face down in the middle of the table. Play a king to wake one and keep her. A knight steals a queen from another player unless they block it with a dragon, and a sleeping potion sends a rival's queen back to sleep unless they have a magic wand. Number cards can be thrown away as a pair or as a little addition sum to draw fresh cards. It's the lightest game on this list and the kindest to a bad hand. Think of it as the bridge from Uno to games with a bit of strategy.

Why kids this age get it

  • Each turn is a single play, so younger kids keep up
  • Simple addition sums let kids swap out number cards
  • There's always a chance of a comeback

Think twice if

  • Heavy on luck, so adults are mostly along for the ride
  • Kids grow out of it quickly

What to play next

Kids at this age move fast. A game that was a stretch in spring can be "too easy" by the holidays. When that happens, look at what they actually liked about it and find a bigger game built on the same idea. Here's the path we'd take from each pick. Every "next" game is one we cover elsewhere on the site, and most say 10+ on the box, so expect to play alongside them at first.

If they loveThey're learningTry nextBox age
KingdominoMatching terrain and multiplying for pointsCarcassonne7+
CarcassonneBuilding a shared map and timing when to claimCascadia10+
Sushi Go!Picking a card while thinking about what you pass on7 Wonders Duel10+
Zombie Kidz EvolutionPlanning moves as a teamForbidden Island10+
DragonwoodSaving up cards for a bigger payoffSplendor10+
King of TokyoPushing their luck on a rerollHeat: Pedal to the Metal10+
Ticket to RideCollecting sets and planning a long routeCatan10+
Sleeping QueensReading what an opponent might holdLove Letter10+

Two of these deserve a word. Forbidden Island keeps the same everyone-on-one-team feel as Zombie Kidz, but the island sinks a little more each turn, so planning matters more. 7 Wonders Duel is a two-player game, which makes it a good parent-and-child pick once Sushi Go stops being a challenge. It's on our list of 2-player games.

Side-by-side table

GamePlayersTimeAgeComplexityMode
Kingdomino2–415 min8+1/5Competitive
Sushi Go!2–515 min8+1/5Competitive
Zombie Kidz Evolution2–415 min7+1/5Co-op
Dragonwood2–420 min8+1/5Competitive
King of Tokyo2–630 min8+1/5Competitive
Ticket to Ride2–530–60 min8+2/5Competitive
Carcassonne2–535 min7+2/5Competitive
Sleeping Queens2–520 min8+1/5Competitive

How we chose

We looked for games a seven or eight-year-old can play by the actual rules, without an adult quietly making the decisions for them. Turns had to be short, the rules had to fit in a child's head, and each game needed at least one real choice per turn. We left out games that are only luck. We also wanted a spread: co-op and competitive, cards and tiles and dice, 15 minutes up to an hour. Player counts, play times and ages come from the publisher's box listing. The complexity score is our own 1–5 rating, explained on our method page.

Questions

Can a 7-year-old play a game marked 8+?

Usually, yes. The box age mostly reflects how much reading the game needs and how long the rulebook is. If an adult reads the cards and helps with scoring, a seven-year-old can play everything on this list.

What's a good game for a child who hates losing?

A co-op game, where the players win or lose as a team against the game itself. Zombie Kidz Evolution is the best one at this age. Losing to a horde of zombies together is a lot easier to take than losing to a sister.

How long should a game last for this age?

Under 30 minutes is the safe zone. Kingdomino, Sushi Go and Zombie Kidz all finish in about 15. Ticket to Ride is the longest here, and it works best once a child has shown they can sit through a shorter game happily.

Which of these will adults enjoy?

Kingdomino, Ticket to Ride and Carcassonne are played by plenty of adults with no kids in the house. For more on games that suit the whole table, see our family board games guide.

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.