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Board Games for Book Clubs: Extending the Literary Experience

Add board games to your book club meetings. Games that complement literary discussion, thematic pairings by genre, and tips for integrating play without replacing reading.

9 min read
#book club games#literary board games#games for book clubs#reading and gaming#themed game pairings#book discussion activities#literary themed games#book club activities

TL;DR

Best approach: play games thematically linked to monthly reading. Mystery novels + Mysterium. Fantasy series + Gloomhaven one-shot. Historical fiction + era-appropriate strategy games. Keep gaming to 45-60 minutes maximum—supplement discussion, don't replace it. Best universal choices: Dixit (storytelling), Mysterium (interpretation), Once Upon a Time (narrative creation).


Our book club was dying. Same six people, same discussion format, diminishing enthusiasm. Then someone brought Dixit after reading a magical realism novel. The abstract art sparked conversations about symbolism and interpretation that the book itself hadn't. Attendance the next month doubled.

Games and reading share more than bookshelf space.

Why Games Belong in Book Clubs

The connection isn't obvious—but it's genuine.

Shared Foundations

Both games and books involve:

  • Narrative immersion
  • Character perspective-taking
  • Theme exploration
  • Imaginative engagement
  • Social experience (discussing books, playing games)

What Games Add

Lower pressure: Some members feel intimidated speaking about literature. Games provide equal-footing participation.

Physical engagement: Book club is cerebral. Games engage bodies and break sedentary discussion patterns.

New dynamics: Discussion hierarchies (the English major who dominates) dissolve in play.

Fun: Obvious but important. Clubs that enjoy meeting survive.

Reading is solitary; book clubs are social. But discussion can feel like performance. Games create genuine shared experience—something to talk about that everyone participated in equally.

Nancy Pearl, Librarian and Book Recommendation Expert

Thematic Game Pairings

Match your reading to gameplay for cohesive sessions.

Mystery and Crime Fiction

Agatha Christie, Tana French, Ruth Ware

Mysterium

9/10 for book clubs/10
Ages: 10+
Time: 45 min
Complexity: Light
Focus: Interpretation, Deduction

One player (ghost) gives abstract clues; others interpret. Perfect post-mystery discussion: "How do we find meaning in ambiguous evidence?"

Also consider:

  • Chronicles of Crime (investigation procedural)
  • Sherlock Holmes: Consulting Detective (literary investigation)
  • Deception: Murder in Hong Kong (social deduction)

Fantasy Novels

Brandon Sanderson, Robin Hobb, Ursula K. Le Guin

Gloomhaven: Jaws of the Lion

7/10 for book clubs/10
Ages: 14+
Time: 60-90 min
Complexity: Medium-Heavy
Focus: Cooperative Adventure

One scenario played over a session. Delivers fantasy adventure experience. Heavier commitment than other options.

Lighter alternatives:

  • Unmatched (literary character combat)
  • Legends of Andor (narrative fantasy)
  • Dragonwood (quick fantasy collection)

Historical Fiction

Hilary Mantel, Ken Follett, Anthony Beevor

Match game era to book era:

| Period | Recommended Game | |--------|------------------| | Medieval | Carcassonne, Kingdom Builder | | Renaissance | The Voyages of Marco Polo | | Victorian | Ticket to Ride: Europe, Brass | | WWII | Memoir '44, Undaunted | | Cold War | Twilight Struggle (2p) |

Literary Fiction

General contemporary and classic literature

Games emphasising theme, interpretation, and discussion:

Dixit

10/10 for book clubs/10
Ages: 8+
Time: 30 min
Complexity: Light
Focus: Storytelling, Interpretation

Abstract images prompt cryptic clues. Perfect for discussing symbolism, subjectivity, and artistic interpretation.

Also consider:

  • The Quiet Year (collaborative worldbuilding)
  • Wavelength (perspective and opinion spectrums)
  • Concept (describing ideas without words)

Science Fiction

Isaac Asimov, Ursula K. Le Guin, Adrian Tchaikovsky

Cosmic Encounter

8/10 for sci-fi readers/10
Ages: 12+
Time: 60-90 min
Complexity: Medium
Focus: Negotiation, Alien Powers

Asymmetric alien powers create "what if" scenarios that mirror speculative fiction's core question.

Also consider:

  • Eclipse (space empire building)
  • Race for the Galaxy (faster, card-based)
  • Terraforming Mars (environmental speculation)

Romance Novels

Contemporary romance, historical romance

Focus on social dynamics games:

  • Codenames: Duet (cooperative partnership)
  • The Game of Things (revealing answers)
  • Wavelength (understanding others)

Quick Pairing Reference

| Genre | Primary Game | Quick Alternative | |-------|--------------|-------------------| | Mystery | Mysterium | Deception: Murder in Hong Kong | | Fantasy | Legends of Andor | Dragonwood | | Historical | Era-matched strategy | Ticket to Ride | | Literary | Dixit | Wavelength | | Sci-Fi | Cosmic Encounter | Race for the Galaxy | | Romance | Codenames: Duet | The Game of Things |

Integration Strategies

Gaming shouldn't replace reading discussion—it should extend it.

Structure 1: Game First (15-20 minutes)

Flow:

  1. Arrive, settle
  2. Play short game as icebreaker
  3. Discussion flows naturally afterward

Best for: Groups where discussion sometimes stalls. Game warms up social dynamics.

Structure 2: Game After Discussion (30-45 minutes)

Flow:

  1. Book discussion (primary activity)
  2. Theme-matched game extends exploration
  3. Post-game connections to reading

Best for: Groups with strong discussion culture. Game is bonus activity.

Structure 3: Game IS Discussion

Flow:

  1. Play story-creation game (Once Upon a Time, For the Queen)
  2. Game prompts analysis of narrative structure, character, theme
  3. Connect game experience to book themes

Best for: Experimental groups. Treats game as text to analyse.

Structure 4: Alternating Meetings

Flow:

  • Month 1: Book discussion only
  • Month 2: Game night with thematic connection

Best for: Groups who want both activities without crowding sessions.

Universal Recommendations

These games work regardless of what you're reading.

Dixit

Why it works universally:

  • Abstract art prompts subjective interpretation
  • Players create narrative from ambiguity
  • Discussion of "why that clue?" mirrors literary analysis
  • Quick, inclusive, non-competitive feeling

Once Upon a Time

Why it works universally:

  • Players collaboratively create stories
  • Explores narrative structure directly
  • Characters, settings, plot devices—all reader vocabulary
  • Leads naturally to comparing with current book's structure

Codenames: Duet

Why it works universally:

  • Word association explores meaning
  • Communication challenges mirror authorial intent
  • Cooperative feel suits book club ethos
  • Works for two or in teams

The Resistance

Why it works universally:

  • Trust and deception themes appear in most fiction
  • Discussion of "tells" and psychology
  • Social dynamics become apparent
  • Good for larger groups

Introducing Games to Non-Gamers

Book clubs often include gaming novices.

Start Simple

Choose rules-light games. Complex games alienate newcomers.

Good first choices: Dixit, Codenames, Wavelength Avoid first: Heavy strategy, long playtimes, competitive elimination

Frame as Extension

"This game explores similar themes to what we've been reading" vs. "Now we're playing a board game."

Don't Force It

Offer gaming as option. Some members may prefer pure discussion. Respect this.

Brief Rules, Learn by Playing

Two-minute explanation maximum. Play a practice round. Avoid front-loading complex rules.

💡 The 80% Rule

If 80% of the group is engaged, you've succeeded. Not everyone will love games. That's okay. Aim for addition, not replacement.

Book-to-Game Discussion Questions

After gaming, bridge back to reading:

For Mysterium:

  • "How did you interpret ambiguous clues? How do authors leave ambiguous clues for readers?"
  • "When did you feel certain vs. uncertain? How does the book create similar feelings?"

For Dixit:

  • "Why did certain images resonate with certain words? How do authors create that resonance?"
  • "When were you too obvious or too obscure? How do authors balance clarity and subtlety?"

For Strategy Games:

  • "What strategies did you develop? How do characters in our book develop strategies?"
  • "When did you take risks? How do characters weigh risk differently?"

Hosting Logistics

Time Management

  • Allocate specific time for each activity
  • Use timer if needed
  • Finish game before discussion runs overtime
  • 45 minutes gaming maximum (including teaching)

Space Requirements

Book club spaces vary. Choose games accordingly:

Living rooms: Floor games work. Spread out on carpet. Restaurants/cafes: Compact games, quick play, quiet. Libraries: Quiet games. Avoid dice clatter. Host homes: Full flexibility.

Component Care

Book club members may not be game owners.

  • Explain handling expectations gently
  • Protect cards from wine glasses
  • Count components before and after
  • Don't bring irreplaceable games

Sample Session Plans

For "Gone Girl" (Mystery/Thriller)

Game: Deception: Murder in Hong Kong Time allocation: 40 minutes game, 50 minutes discussion Discussion bridge: "How did suspicion and evidence work differently in the game vs. the novel?"

For "Dune" (Science Fiction)

Game: Cosmic Encounter (asymmetric alien powers) Time allocation: 60 minutes game, 45 minutes discussion Discussion bridge: "How did your alien power change your strategy? How do the houses in Dune function similarly?"

For "Where the Crawdads Sing" (Literary Fiction)

Game: Wingspan (nature-themed) Time allocation: 45 minutes game, 60 minutes discussion Discussion bridge: "How did the game make you attend to nature details? How does the novel achieve similar attention?"

For "The Name of the Wind" (Fantasy)

Game: Dixit with fantasy expansion Time allocation: 30 minutes game, 75 minutes discussion Discussion bridge: "How does visual imagination compare to written imagination?"

Frequently Asked Questions

What if some members hate games?

Make gaming optional. Some stay for discussion only. The world doesn't end. Core activity remains reading.

Won't games distract from book discussion?

Only if you let them. Allocate time clearly. End games before they crowd discussion. Gaming supplements; it doesn't replace.

What about competitive games causing conflict?

Choose cooperative games for harmony. If competitive, choose quick ones where losing doesn't sting.

How do I suggest this to my club?

Propose it as experiment. "What if we tried something different next month?" Frame as extension of literary experience, not replacement.

What if it doesn't work?

Stop doing it. The goal is enjoyable book clubs. If games subtract rather than add, return to discussion-only format.


Final Thoughts

That magical realism evening transformed our club. Not because the game was brilliant—it was fine—but because it broke patterns that had calcified into boredom.

Books and games share DNA: imagination, narrative, theme, social experience. When paired thoughtfully, they enhance each other.

Try one game after your next book. See what happens.


The Smoothie Wars Content Team creates educational gaming content. Their book club now has a dedicated game shelf and a wine allocation policy.