T carries several of the most-played modern board games.
Every game below is listed with the details that actually decide whether it suits your table: player count, playing time, the age it works from, and who designed it.
Board Games Starting With T at a Glance
| Game | Players | Time | Age | Designer & year |
|---|---|---|---|---|
| Ticket to Ride | 2-5 | 30-60 min | 8+ | Alan R. Moon, 2004 |
| Trivial Pursuit | 2-6 | 60-90 min | 16+ | Chris Haney and Scott Abbott, 1981 |
| Twilight Struggle | 2 | 120-180 min | 13+ | Ananda Gupta and Jason Matthews, 2005 |
| Terraforming Mars | 1-5 | 120 min | 12+ | Jacob Fryxelius, 2016 |
| Tsuro | 2-8 | 15 min | 8+ | Tom McMurchie, 2004 |
| Takenoko | 2-4 | 45 min | 8+ | Antoine Bauza, 2011 |
| Trouble | 2-4 | 15-30 min | 5+ | Kohner Brothers, 1965 |
| Tigris & Euphrates | 2-4 | 90 min | 12+ | Reiner Knizia, 1997 |
Ticket to Ride
2-5 players · 30-60 min · Age 8+ · Alan R. Moon, 2004
Collect coloured train cards, claim routes between cities, and complete the destination tickets in your hand before anyone blocks the line you need. It won the Spiel des Jahres in 2004 and became the gateway game of its generation – the rules take three minutes to teach and the tension is entirely legible to newcomers. Dozens of map editions exist; the original US map and Europe remain the best starting points.
Trivial Pursuit
2-6 players · 60-90 min · Age 16+ · Chris Haney and Scott Abbott, 1981
Two Canadian journalists invented it after finding pieces missing from their Scrabble set, and it became one of the fastest-selling games ever made, with more than twenty million copies sold in 1984 alone. Players race to collect six coloured wedges by answering questions across six categories. The original Genus edition has aged into a period piece, which is part of its charm and the main reason to buy a newer set.
Twilight Struggle
2 players · 120-180 min · Age 13+ · Ananda Gupta and Jason Matthews, 2005
A two-player card-driven game of the entire Cold War, in which the USA and USSR compete for influence region by region from 1945 to 1989. The central tension is that many cards help your opponent when you play them, so every turn is a choice about which damage to accept. It held the number-one ranking on BoardGameGeek for years and remains the standard against which card-driven wargames are measured.
Terraforming Mars
1-5 players · 120 min · Age 12+ · Jacob Fryxelius, 2016
Rival corporations raise the temperature, oxygen level and ocean coverage of Mars, scoring for both planetary progress and their own developments. The card pool is enormous – over two hundred projects in the base box – so engines differ wildly between games. It is long and the components are famously plain, but the sense of a planet visibly changing across the board is unmatched.
Tsuro
2-8 players · 15 min · Age 8+ · Tom McMurchie, 2004
Players lay tiles that extend a path their own stone must then follow, and the aim is simply to still be on the board when everyone else has been forced off. Rules take a minute to explain, a game takes fifteen, and it handles up to eight players. It is one of the very few genuinely elegant abstracts that a table of complete beginners will finish smiling.
Takenoko
2-4 players · 45 min · Age 8+ · Antoine Bauza, 2011
A gardener grows a bamboo garden for the Emperor while a panda, a diplomatic gift, keeps eating it. Players score by completing plot, gardener and panda objectives that pull in different directions. It is bright, tactile and gentle enough for children, but the objective juggling gives adults something real to think about.
Trouble
2-4 players · 15-30 min · Age 5+ · Kohner Brothers, 1965
A simplified race game whose entire identity is the Pop-O-Matic – the plastic dome that holds the die so it cannot be lost, and that children will press whether or not it is their turn. Mechanically it is a cousin of Ludo and Parcheesi, themselves descended from the Indian game Pachisi. For very young players the dome does real work: it removes rolling, dropping and arguments about a die that went off the table.
Tigris & Euphrates
2-4 players · 90 min · Age 12+ · Reiner Knizia, 1997
Players build Mesopotamian civilisations across four spheres – settlements, temples, farms and markets – and are scored on their weakest sphere, not their strongest. That single rule forces balanced development and makes every conflict a question of what you can afford to neglect. It is widely regarded as Knizia’s masterpiece and one of the strongest strategy games of the 1990s.


