How to make friends through board games

You’ve gone to the same board game meetup every Thursday for months. You know who plays slow, who reads every rule, who goes for the trains every time. You don’t know where any of them grew up, and nobody has your number. A long thread on a board game forum describes the same thing: years at one table, and the people there are gaming buddies rather than friends.

The hours at the table count. What builds a friendship is the talk around the game: catching up, joking, and now and then something personal. This guide explains what the research says about that, and how to add one round of talk to a game night without taking the game away.

Why hours at the table don’t add up to friends

Friendship takes a lot of time. In a study by Jeffrey Hall at the University of Kansas, it took about 50 hours together to go from acquaintance to casual friend, about 90 hours to become friends, and more than 200 hours to become good friends (Hall 2018, KU summary).

But the kind of hours matters. The same study found that hours spent working together didn’t count as much as hanging out and joking around. A strategy game can feel like work in that sense: everyone is focused on the board, counting moves, and quiet while someone takes their turn.

The talk inside the hours made the difference. In Hall’s student sample, catching up on each other’s lives, playful talk and serious conversations went with friendships growing closer. Time spent on shared interests or projects didn’t seem to increase closeness. Small talk about current events, sports or movies was linked to friendships growing more distant (Hall 2018, Greater Good summary).

That fits the meetup experience. The talk at a game table is about the game: whose turn it is, what the rule says, who’s winning. It’s friendly, and it stays on the surface.

Why the obvious advice gets skipped

The usual advice is “ask them to hang out outside the meetup.” It’s sound, and it’s hard to do. You’d be asking someone you know only by their play style to spend an evening with you. Without some personal talk first, the invitation feels like a jump.

Personal talk also feels out of place at a game table. Asking a near stranger about their childhood between two turns would be odd. So the conversation stays on the game, week after week, and the hours pile up without the talk that turns them into friendship.

A structure can help with both problems. When the personal question comes from a card, nobody had to decide to get personal. In a 1997 lab study, pairs of participants who worked through gradually more personal tasks for about 45 minutes felt closer afterward than pairs who did small-talk tasks (Aron et al. 1997).

Add one round of talk to the game night

The plan keeps the board game. It adds a short round of conversation before or after it, with the same people at the same table.

  1. Pick the slot. Before the first game works while people arrive. After the last game works when the table is relaxed and nobody is in a hurry.
  2. Keep it short. One word per player is enough for a first try. If it goes well, the group may ask for more.
  3. Agree on passing. The Thesis rules open with “Before you start, agree together how passing works.” At a meetup with near strangers, an easy pass is what makes people say yes.
  4. Use a word, not a question. A word gives each person room to choose how personal to get.
  5. Ask one follow-up. The second question turns an answer into a conversation.
  6. End with one thing. Each player names one thing they found out about someone else at the table.

How a round works with Thesis

Thesis is a deck of 50 double-sided cards for 2–6 players: an idea on one side, an everyday thing on the other. The die you fold from a card into a six-sided prism has six faces: MEMORIES · BODY · PEOPLE · VALUES · CHILDHOOD · FUTURE. The rule is “Look at the word from that side.”

Each turn follows the steps on the rule card:

  • Whoever suggested the game goes first.
  • Draw a card and choose a side: the idea or the thing.
  • Roll the die and look at the word from that side.
  • The others ask what they’re curious about, gently, without judging.
  • Pass the die to the left.

The thing side is the easy start for a meetup crowd. Someone who won’t talk about Trust with near strangers can talk about a window they looked out of as a kid. Things bring up places and people, and the personal part follows at the speed each player chooses.

No deck at the meetup? Open the online table on a phone in the middle. A word on a napkin also works.

Roll the die

Follow-up questions for game night

The rule card gives three follow-ups that work for any word:

What did that feel like? Who else was there? Has it always meant that to you?

For a table of people who know each other through games, these questions use the game as a bridge. They go from light to more personal:

  1. What was the first game you remember playing?
  2. Who taught you to play it?
  3. Which game did your family play on holidays?
  4. Who did you play with as a kid that you’ve lost touch with?
  5. What kind of player were you at 12?
  6. When did losing start to bother you, or stop?
  7. Which game would you teach your own kids, and why that one?
  8. What would you do with a free Saturday if there were no games?

One answer to the second question can say more about someone than months of game nights.

Three cards for a game table

These three cards read in their own way for people who meet over games.

Play
Laptop
Card 50: Play / Laptop. Tap to turn it over.

Play has Laptop on its other side. At a game night, everyone at the table already plays, so this word is a short step from the game to the person. The idea side brings back childhood games and who you played them with. The laptop side goes to first computers, late nights online and the people met there.

Competition
Bench
Card 35: Competition / Bench. Tap to turn it over.

Competition has Bench on its other side. A game meetup shows everyone’s competitive side every week, but not always where it comes from. A sibling, a coach or a school can come up here. The bench side goes to sitting out in sports, waiting for a bus, or a park near a first home.

Community
Mirror
Card 42: Community / Mirror. Tap to turn it over.

Community has Mirror on its other side. The meetup is a community already, and this card lets the group talk about it: why people came, what they found, what they miss. The mirror side is lighter: a family hallway, a first haircut, getting ready for something big.

Take it outside the meetup

After a few rounds, you know what someone did as a kid, who taught them to lose, and what they’d do on a free Saturday. That gives the invitation a reason. “You said you used to play chess with your grandfather. There’s a chess café near me, want to come on Sunday?” lands differently from “want to hang out?”

Next Thursday, bring one word to the table. See the rules and the box, or play on the online table. The cards above have their own pages: Play, Competition and Community. For playing with a group, see Thesis for friends. For the research behind the deck, see the research page. To start your own evening at home, see how to host a game night. For friends who don’t play games, see game night ideas for non-gamers.