TL;DR
Best pocket games: Love Letter (16 cards, 5 minutes), The Crew (52 cards, 15 minutes per mission), Scout (45 cards, 20 minutes). Key requirements: compact size, no table needed (or minimal), quick setup, interruptible play. Avoid: games with many components, games requiring flat surfaces, games too loud for public spaces.
Flight delayed three hours at Gatwick. The terminal offered overpriced coffee and infinite scrolling. My bag offered Love Letter. Two hours passed in tournament mode with my partner—and the wait became the highlight of the trip.
Waiting is inevitable. Boredom isn't.
What Makes a Perfect Waiting Game?
Not every travel game suits waiting contexts. Here's what matters:
Essential Criteria
Pocket-sized: Must fit in coat pocket or carry-on without sacrifice.
Quick setup: Under 60 seconds from bag to playing.
Interruptible: Stopping mid-game shouldn't ruin the experience.
Table-optional: Playable on laps, between seats, on flat bags.
Quiet play: No dice rolling on hard surfaces, no shouting.
Complete in 15-30 minutes: Long enough to engage, short enough to finish.
Waiting Game Criteria Checklist
| Criterion | Why It Matters | Deal-Breaker If Missing? | |-----------|----------------|--------------------------| | Fits in pocket | Convenience of carrying | Yes | | Quick setup | Limited patience when waiting | Yes | | Interruptible | Announcements happen | No, but helps | | Table-free | Seating situations vary | No, but helps | | Quiet | Public space consideration | Sometimes | | 15-30 minute games | Matching wait windows | Helpful |
The Best Waiting Games
Pure Card Games (No Table Needed)
Love Letter
10/10 for waiting/10Sixteen cards. Pocket-sized. Plays in five minutes. One of the most perfect designs for waiting contexts—quick, tense, replayable.
Why it works in waiting rooms:
- Fits in a wallet
- Zero setup
- Hand-held play
- Plays silently
- Infinitely replayable
The Crew: Mission Deep Sea
9/10 for waiting/10Cooperative trick-taking with missions. Each mission takes 10-20 minutes. Campaign progress saves between sessions.
Why it works:
- Pocket box
- Natural stopping points (per mission)
- Cooperative (no awkward competitiveness in public)
- Deep enough for extended waits
Scout
9/10 for waiting/10Innovative climbing game where you can't rearrange your hand—but can recruit opponents' cards. Plays 2-5.
Why it works:
- Tiny box
- Simple rules, interesting decisions
- No table required
- Quiet play
Minimal Table Games
For when you have a small surface—airport café table, hospital tray table.
Hive Pocket
8/10 for waiting/10Two-player abstract with chunky tiles. No board—pieces create the playing area. Portable case included.
Why it works:
- Durable components survive travel
- No small pieces to lose
- Deep strategy for longer waits
- Self-contained surface
Star Realms
8/10 for waiting/10Compact deck builder in a tiny box. Two-player combat through card purchasing.
Why it works:
- Entire game smaller than deck of cards
- Fast setup (shuffle, deal)
- Engaging even in short sessions
- Excellent app version for solo waits
Roll-and-Write Options
Railroad Ink
7/10 for waiting/10Draw networks on erasable boards based on dice rolls. Portable, replayable, satisfying.
Why it works:
- Everyone plays simultaneously (no waiting between turns)
- Compact box
- Works solo
- Dice cup keeps rolling quiet
Challenge: Requires small writing surface. Not truly table-free.
Solo-Capable Games
When you're waiting alone.
Palm Island
9/10 for solo waiting/10Entirely hand-held gameplay. No table needed whatsoever. Card rotation represents building and upgrading.
Why it works:
- Designed for no-table play
- Silent
- Genuinely engaging solo
- Pocket-sized
Friday
8/10 for solo waiting/10Solo deck builder. Build Robinson Crusoe from pathetic to powerful.
Why it works:
- Solo-only (no partner needed)
- Small box
- Meaningful decisions
- Satisfying progression
Location-Specific Recommendations
Airport Terminals
Conditions: Tables at cafés, seats without tables, announcements interrupting, possible long waits.
Best picks:
- Love Letter (no table, quick, interruptible)
- The Crew (missions = natural break points)
- Palm Island (truly table-free solo)
Avoid: Games with many small pieces (turbulent boarding areas)
Hospital Waiting Rooms
Conditions: Stress, uncertain wait times, need for distraction, quiet environment required.
Best picks:
- Similo (cooperative, calming)
- The Mind (cooperative, meditative)
- Hanabi (cooperative, quiet)
Avoid: Competitive games (stress adds to stress)
Queues and Lines
Conditions: Standing, no table, quick access needed.
Best picks:
- Love Letter (hand-held)
- Oddly... nothing with components (too risky in movement)
Better alternative: Twenty Questions, word games, conversation games that need no components.
Trains and Planes
Conditions: Small tray tables, seat neighbours, motion.
Best picks:
- Jaipur (two-player, small footprint)
- Railroad Ink (contained, solo-capable)
- Hive Pocket (no loose pieces)
Avoid: Anything with dice (rolling on tray tables = chaos)
💡 Component Containment
Use small zip-lock bags within your pocket games. If something spills, components stay together. This saved my Love Letter in a delayed tube carriage.
Travelling With Games: Practical Tips
Packing Strategies
- Deck boxes: Consolidate multiple card games into single premium deck boxes
- Rubber bands: Keep card decks tight
- Zip-locks: Protect against moisture and contain components
- Ditch original boxes: Flatten for space; keep rules separately
Airport Security
Card games pass through security without issue. Games with metal coins or dense plastic might get inspected—rare but possible.
Customs Declarations
Games are personal effects. No duty applies to used games. New games in quantity might raise questions. Generally, non-issue.
Game Loss Prevention
- Write your email inside boxes
- Don't play irreplaceable games in high-loss environments
- Photograph component layouts before packing (verify nothing missing)
Building Your Waiting Kit
For regular travellers, maintain a dedicated game kit.
✓ Packing Checklist
- □Primary two-player game (Love Letter or equivalent)
- □Solo game option (Palm Island)
- □Group game for 3-4 (The Crew)
- □Pen and paper (for scoring, rule reminders)
- □Small zip-lock bags
- □Rubber bands
The £20 Waiting Kit
Everything you need for under £20:
- Love Letter: £8
- The Crew: £10
- Paper and pencil: £0
- Total: £18
This covers solo through four players, quick through medium games, all in pocket space.
When Not to Play
Sometimes waiting doesn't suit gaming:
- High-stress waits (medical results) may not suit game focus
- Very short waits barely worth setup
- Crowded spaces where gameplay invades others' space
- When companions prefer conversation
Read the room. Offer the option. Accept decline gracefully.
The best travel games are the ones you actually bring. An amazing game left at home loses to a decent game in your pocket.
Frequently Asked Questions
What about digital games instead?
Valid alternative. But physical games offer social connection (when with others), battery-free operation, and different satisfaction. Phones encourage doom-scrolling; games encourage presence.
Can I play games on planes?
Yes, during cruise altitude. Constraints: tiny tray tables, neighbour proximity, occasional turbulence. Choose contained games (Hive, Jaipur with playmat).
What if I'm always alone?
Solo options exist: Palm Island, Friday, many roll-and-writes. Or digital versions of multiplayer games. Or embrace books/podcasts—solo waiting doesn't require games.
How do I interest others in waiting games?
Carry games. Mention you have them. Ask if they'd like to play. Many people welcome distraction; they just don't think to bring games themselves.
Which game works for literally any situation?
Love Letter. Sixteen cards. Fits anywhere. Plays in minutes. Works two to four. Simple enough for anyone to learn. Deep enough to replay forever.
Final Thoughts
That Gatwick delay could have been three hours of frustration. Instead, it became my partner and I developing increasingly elaborate Love Letter strategies, attracting curious glances from nearby passengers, eventually teaching two strangers who asked to join.
Waiting is dead time by default. But default isn't mandatory.
Pocket a game. Any game. The next delay, the next wait, the next queue—they're opportunities in disguise.
The Smoothie Wars Content Team creates educational gaming content. The team has played games in 37 airports and still hasn't found a better waiting room game than Love Letter.



