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★ WHAT IT'S LIKE

What you’re
walking into.

A lounge room. A few tables, about twenty blokes. Boards on the table, snacks in the kitchen. no surprises.

★ ARRIVAL, ROUGHLY

The first
ten
minutes.

You walk up. Three stairs, right-angle to the door — doable but heads-up. Knock, or just come in if it’s open.

Someone (probably Dylan) clocks you, says hi, asks your name and whether it’s your first time. Shoes off if you like; we’re not strict. Drink? BYO or there’s something in the fridge. Loo is down the hall, lock works.

You’ll get pointed at a table — usually a game that’s about to start or one with a chatty regular running it. If you’d rather lurk, say so. That’s a real option, not a polite fiction.

That’s it. You’re in.

★ ROOM SPEC

The room.

Lighting
Bright enough to read a rulebook. This is a games night, not a séance.
Crowd
About 20, across a few tables. One will be loud (probably Codenames). The rest, gentle.
Noise floor
Conversational. No music over the top.
Stairs
3, with a right-angle at the door.
Bathroom
Down the hall. Snug. Lock works.
Kitchen
Open. Becomes the second venue around 9.
Smoking
Outside, around the back.

Full access notes on the FAQ.

★ NO WRONG MODE

Ways to be here.

You don’t have to pick. Modes are for switching between.

  • Lurker

    Sit on the couch with a drink, watch a game, talk if someone sits next to you.

  • One-and-done

    Play one short game, leave when it ends. Nobody'll mind.

  • All-nighter

    Park yourself at the heavy-game table till late.

  • Kitchen native

    Some of the best conversations happen by the snacks. Stay there if you like.

  • Emotional Support Mate

    Bring a friend so you're not walking in cold. We don't care if he's straight — we care that you showed up. He'll be fine; there's a game for him too.

★ EXIT SCRIPT

Leaving.

Wave, or don’t. We won’t chase you down to debrief. If you’re heading off mid-game, tag someone in or just say “I’m out” — that’s the whole protocol.

If you had a bad time, tell us. If you had a good one, bring a mate next month.

★ WHAT’S ON OFFER

The events.

We run a few flavours. Same room, same crowd, different gears.

Monthly · 2nd Thursday · 6pm till midnight-ish

Flophouse Rules

The main event. Light-to-medium-weight strategy and co-ops — Catan, Ticket to Ride, Splendor, Spirit Island, Wingspan. Single games under 90 minutes so the room rotates. Laughing as much as thinking. Winding down around midnight.

Suits you if
You want to learn a new game tonight, or play three different ones. New to board games? Start here.
Doesn’t if
You came specifically to spend four hours on one ruleset. (See below.)
Occasional · pre-arranged · alongside Flophouse

Burly Boards

For when you want the meatier stuff — the ones that need proper table time and headspace. Pre-arranged: round up your players first, email us, we'll slot it in alongside a Flophouse night so you've got the heavy table while the rest of the room rotates through lighter fare.

Suits you if
You've been eyeing the long box on your shelf and want an excuse.
Doesn’t if
You wanted to rock up cold. Heavier games need a heads-up.
Occasional · Saturday afternoons · pre-arranged

Fat Clock Furday

One long game of Blood on the Clocktower — social deduction for a full table. A Storyteller runs the town; you draw a secret role and lie for your life. No rotation, no bring-your-own: just bluffing, whispers, and a slow hunt for the demon. New players make the best suspects.

Suits you if
You want one big, talky game with a group all afternoon — and you fancy a bluff.
Doesn’t if
You wanted to rotate through light games or duck out after twenty minutes. This one is a commit.

More flavours coming. If there’s something you’d run, tell us.

still unsure.

Just come.
Worst case: dice.

First time? Mention it when you RSVP and someone’ll look out for you on the night. That’s the whole onboarding programme.