Office Break Games

Board games

Board games are the shelf with an opponent. Two sides, one board and nothing hidden from either of you: no dice, no shuffle, no lucky draw, so whoever reads the position further ahead wins.

Play the computer on Easy, Medium or Hard, or pass the mouse to a coworker on the same screen. Each level keeps its own best and win streak, and a game in progress waits in this browser until the meeting is over.

Pick one

Four in a Row screenshot Four in a Row screenshot

Connect Four–Style Board Game

Four in a Row

Drop discs into seven columns and line up four across, down or diagonally.

About 3 min

Checkers screenshot Checkers screenshot

Classic Draughts Board Game

Checkers

English draughts against the computer at three levels, or a coworker on the same screen.

About 10 min

Reversi screenshot Reversi screenshot

Othello-Style Board Game

Reversi

Trap a line of discs between two of yours and flip it.

About 8 min

What’s on this shelf

Three classics for three lengths of break. Four in a Row is over in a few minutes and punishes a single careless disc. Reversi swings back and forth until the last few moves, when whole rows flip at once. Checkers is the long one: compulsory captures, multi-jumps and the race to crown a king, played to the English rules.

Against the computer, wins are scored per level and losses score nothing. The Junior, Expert and Pro levels on each board are targets we set ourselves, not players, and the computer opponent is exactly that: a program running on your device, not a person somewhere else. Two-player games on one screen are not scored at all; they are for settling things with the person at the next desk.

  • Four in a Row ~3 min · Easy to learn · since 1974 Two minutes a game and no luck at all: see the trap coming one disc earlier than the other side.
  • Checkers ~10 min · Takes practice The board game everyone half-remembers, with the rules settled: compulsory captures, short kings and a computer that waits for you.
  • Reversi ~8 min · Takes practice · since 1883 Sixty-four squares and one rule: trap a line, flip it. Corners win games, and any disc can turn back.