Checkers or Cover Word?
Both games come with Gather. Here’s how they differ and when each one fits better.
The key differences
- There’s no player count that suits both – Checkers and Cover Word are made for different groups.
- From 3 players on, only Cover Word works: it goes up to 12 players, Checkers only up to 2.
- Cover Word needs a TV, or an iPad or Mac as the table; Checkers also runs on phones alone.
- Cover Word is louder than Checkers (loud vs. silent).
- Cover Word needs at least 4 players – with fewer people, only Checkers works.
- Only Checkers can be played against the computer – Cover Word needs real players.
- Cover Word has more interaction than Checkers (constant debate vs. you react to each other).
- Checkers works from age 6, we recommend Cover Word from 10.
At a glance
| At a glance | Checkers | Cover Word |
|---|---|---|
| Type | Board and dice games | Party games |
| Players | 2 players | 4–12 players |
| Length of a game | 10–25 min | 15–30 min |
| Age | ages 6+ | ages 10+ |
| Luck or skill | pure skill | mostly skill |
| Noise level | silent | loud |
| Learning curve | clear after one round | quick to learn |
| Interaction | you react to each other | constant debate |
| TV | not needed | needed |
| Against the computer | yes | no |
| Teams | no | yes |
| Bluffing | no | no |
| Reading needed | no | yes |
Which one suits you?
Checkers
Pieces move diagonally, captures are made by jumping, and capturing is compulsory. That rule is what makes it sneaky: use it well and you can lure your opponent into traps.
Pick Checkers when two people want a board duel with more traps than Nine Men’s Morris.
Cover Word
Two teams, 25 words on the TV, and only the clue givers know which belong to whom. One word and one number have to steer their team to several cards – and away from the trap.
Pick Cover Word when there are at least four of you and you enjoy lateral thinking.
What they have in common
- Both come free with Gather and need no account.