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Winning Isn’t Everything: The Social and Emotional Skills We Practise Through Board Games

You were one move away from winning.

Then someone claimed the route you needed. The deck flipped. You pushed your luck one turn too far. Or you slapped the pile with absolute confidence and discovered that everyone else was staring at you because… no. It was not a match.

You lost.

Or perhaps you won — and now you face the advanced social challenge of celebrating without becoming unbearable.

This is where board games and social skills get interesting. Around a table, plans go wrong, people disagree, luck interferes and somebody eventually finishes last. Those moments can be funny, frustrating or both.

All six examples below are available in the GameOn Board Games Library.

Board games and social skills happen between the moves

“Social and emotional skills” is a broad term. The OECD includes areas such as self-control, co-operation and stress resistance, alongside persistence, empathy and emotional control.

Research into board games and emotional competencies is encouraging, but it does not mean every game automatically makes players more resilient or empathetic. A systematic review of board games and emotional competencies found a relatively small body of relevant studies. Another study comparing cooperative and competitive board games with preschool children found no clear difference in later cooperative, prosocial or antisocial behaviour.

A safer conclusion is that games create situations where patience, frustration, confidence, uncertainty and consideration for others become visible. Because the consequences are usually temporary — a lost round, a failed mission, a handful of cards — they can offer a relatively low-stakes place to notice our reactions and try again.

Competitive games: when your perfect plan stops being perfect

UNO Flip: accepting the reversal

In UNO Flip, a FLIP card turns the deck, discard pile and everyone’s hand to the other side, where different and often harsher cards are waiting.

You may feel annoyed. You may announce that the game is “completely ridiculous”. Then it is still your turn, and you have to work with the hand you have.

That sudden reversal gives players a very recognisable moment of frustration: the plan has changed, but the game has not stopped.

Ticket to Ride: somebody took your route

You have a beautiful railway plan. You collected the cards. You are ready.

Then another player claims the route.

What next? Reroute, adapt and change priorities — or spend ten minutes glaring over a tiny plastic train.

Ticket to Ride makes setbacks personal enough to sting because players compete to claim routes connecting cities. It also tests the winner: blocking a route may be perfectly legal; performing a victory dance every time you do it is optional.

Diamant: knowing when to stop

In Diamant, players venture farther into a cave for treasure while repeatedly choosing whether to continue or return safely. Push too far and a danger can wipe out your haul.

Leave early and you may regret it. Stay and lose everything, and leaving suddenly looks brilliant.

The game creates repeated little encounters with uncertainty and the awkward truth that a reasonable decision can still end badly.

Cooperative games: failing together

Competitive games give us rivals. Cooperative games give us teammates.

In The Crew: Mission Deep Sea, players complete trick-taking missions together while communication is deliberately limited. The right players need to win the right tricks, often without being able to explain everything they know.

When a mission fails, “Who ruined it?” is tempting.

A better response is to work out what happened, remember that teammates had different information, adjust and try again. That connects naturally with communication and teamwork and problem-solving when the first approach fails.

Cooperative games are not automatically calmer. Shared failure can still produce tension. The problem belongs to the group, so players have to decide how they respond to it together.

Party games: confidence, laughter and reading the room

Herd Mentality: can you think like everyone else?

Herd Mentality asks players to answer simple questions and match the majority. If your answer is the odd one out, you may end up with the Pink Cow.

You predict what others will think, then reveal your answer. Sometimes your “obvious” answer is obvious only to you.

That creates room for perspective-taking, confidence and laughing at being different without turning difference itself into a problem.

Taco Cat Goat Cheese Pizza: recovering from the wrong slap

Taco Cat Goat Cheese Pizza is controlled chaos. Players say a sequence of words while playing cards and race to slap the pile when the spoken word matches the card.

Sooner or later, somebody slaps when they should not. The mistake is over quickly: take the consequence, reset and continue. It is a small opportunity to recover rather than making one error the whole story of the game.

Also, enthusiasm is welcome; crushing somebody else’s fingers is not a victory condition.

Losing a game is not the same as failing

A loss can come from a poor decision. It can also come from luck, another player’s better move, a misunderstood rule or one card appearing at exactly the wrong moment.

Losing a round tells you what happened in that round. It does not tell you whether you are clever, capable or “bad at games”. You can make a mistake and still contribute five minutes later.

Winning has its own social test.

Can you enjoy it without humiliating somebody else? Can you notice when another player is genuinely disappointed? Can you say “good game” and mean it?

Sometimes game night goes badly — and that counts too

Board games can produce arguments. People become impatient. A competitive player can dominate the table. A cooperative game can become one person telling everybody else what to do. A joke can land badly. Someone can simply hate losing.

Pretending otherwise misses the point.

For parents, educators and youth workers, not every tense moment needs a lesson. Keep the rules fair, make space for quieter players and step in if the interaction stops being enjoyable or respectful.

Afterwards, one question may be enough: What was the most frustrating moment? What helped after the mission failed?

The useful part is what happens next

Board games do not make us patient, resilient, empathetic or gracious by magic.

Sometimes they reveal exactly how impatient or spectacularly ungracious we can be.

The table gives us repeated chances to wait, react, recover, support somebody else, laugh at a mistake, accept a result and play another round. Sometimes we handle it brilliantly. Sometimes we do not.

Fortunately, there is usually another game.

For the wider series, start with the skills we practise through board games, then explore critical thinking and decision-making and creativity and flexible thinking.