Familiar games can carry different rules in different homes. A colleague remembers one version of checkers, you remember another, and both expect the first move to settle the question. Before inviting someone, check the rules on the current game page. These five playable OfficeGuilds games each have a detail that changes how you play.
1. Connect Four: a disc falls before it blocks
The goal in Connect Four is a horizontal, vertical or diagonal line of four discs. You choose a column, and your disc falls to its lowest empty space. Seeing an open square in a line does not mean you can fill it immediately.
Imagine three opposing discs with an apparent gap on the row above the bottom. If the square underneath that gap is empty, a blocking disc lands too low. Check the landing position before declaring the threat covered. This rule is easy to overlook when you have only played with pencil and paper.
2. Checkers: captures take priority
OfficeGuilds lists English checkers, with compulsory captures and kings. If a capture is available, a quiet move is not your alternative. Look for a taking move before choosing where to advance a piece.
For example, you may see a safe square one step ahead, but an opposing piece next to yours creates an available capture. Plan the position after the capture rather than building a strategy around a move the rules will not allow. If a colleague knows a different checkers variant, this one sentence can prevent a disagreement: “Let's check the capture rule on this board first.”
3. Reversi: a move must flip discs
In Reversi, placing a disc brackets opposing discs between the new disc and one of yours, flipping the captured line. The aim is to finish with more discs of your colour. A vacant square by itself is not necessarily a legal move; look for a line you can flip.
A beginner may count only the discs gained now. Try looking one turn further: does your move open an edge or a corner for your opponent? Flipping fewer discs can sometimes leave a better position. The point is to inspect the reply, not to assume that the largest immediate gain is best.
4. Hangman: eight mistakes are shared
Hangman has two players taking turns. On your turn, name a new letter or the whole hidden word. The standard settings show 30 seconds per turn and a seven-minute match limit. After each attempt, the turn passes to the other player.
The pair shares eight mistakes. At the eighth miss, the word is revealed and the game ends in a draw. If one player has missed three times and the other four, there is only one miss left for both, not four private attempts for one person. Check the revealed pattern and earlier guesses before risking a whole-word answer.
5. Dots & Boxes: a completed box grants another turn
In Dots & Boxes, players draw edges between dots. Closing a box scores a point and gives the same player another turn. That means turns do not always alternate after every line.
Picture two neighbouring boxes that each lack one edge. Close the first, then use the extra turn to close the second. Before drawing a line that creates a third side, ask whether you are leaving an easy box for your opponent. One shared edge can affect both boxes, so inspect the neighbours too.
Make the rules check part of the invitation
You do not need a long lesson. Ask each other one concrete question: “Will that disc land in the gap?”, “Is a capture required?” or “Does finishing this box give another turn?” Open the matching game page and settle the point before the clock starts. The approximate durations in the catalogue help you choose a break, but the current room shows the settings for your match.
If a mismatch appears after the result, acknowledge it and decide together whether a rematch sounds fun. The recorded result still belongs to the game you played. For help choosing between different styles of board thinking, see our strategy game guide. A quick rules check can make the first move more relaxed for both people.
OfficeGuilds Team
Ideas, tools and inspiration for teams that enjoy spending time together.


