No login. No download. Pure browser gaming.
21 table classics, parlor games and duels in 1920s noir style. Solo or with friends.
- 100% free & ad-free
- No sign-up or account
- Right in your browser
- Co-op & solo
Start playing now
Point & click, co-op multiplayer
Die Luftnummer
Der Tag vor Operation Hardcover: Ein nagelneues Buch schwimmt in der Badewanne. Bücher schwimmen nicht.
An adventure like the great classics: pick a verb, combine things, question people. You play together, each on your own device — or alone.
- 1–4 players
- 4 chapters
- Solo & co-op
Play on whenever you like: the table keeps your progress, no account needed. Best on PC, laptop or a tablet in landscape.
Which kind of night suits you?
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Arena
- 2–10 min
- 1–4 players
- Solo & versus
Pub games, duels, quick rounds
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Board game
- ~25 min
- 2–4 players
- Co-op
Heist tactics & dice luck against the house
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The Cases
- 45–60 min
- 2–4 players
- Asymmetric
Nobody sees the same screen!
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Point & Click
- 4 chapters
- 1–4 players
- Solo & co-op
An adventure across several evenings, saved without an account.
Comic · Buchmafia Series
The Whole Buchmafia Story
From the book that floats in the bathtub to the radio station that secretly broadcasts at night. A five-minute comic that turns its own pages, or goes at your pace.
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Monday: the book floats.
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The next night: the stamp.
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Fifteen years later: every e-book for 99 pfennigs.
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To be continued.
Read the comic Spoiler alert: the comic tells how the cases end. It gives away no puzzles.
In the mood for a whole game night as a team?
- COOPERATIVE
- 45–60 MIN
- 2–4 PLAYERS
The Cases Co-op Detective Noir
Take down the cartel from within. An asymmetric heist network over radio comms: nobody sees the same screen, and nobody makes it out alone.
- 4 roles, 4 screens
- The radio is everything
- Nobody goes alone
- Buchmafia #1 Operation Hardcover Available Now
- Buchmafia #2 Das Welt-Register Available Now
- Buchmafia #3 Sendeschluss · Das Nachtprogramm In Development
- COOPERATIVE
- ~25 MIN
- 2–4 PLAYERS
Alarm in the Archive Co-op Tabletop
Heist action, lucky rolls, and crate barricades. Dr. Knorpel is fleeing through seven rooms toward the blast gate — secure the three pieces of evidence and trap him inside. Pull off both, or his lawyer walks him out.
Game interface & audio currently in German • Full English edition in production
Arena tournament mode
Want to crown the champion of the night?
Start the arena – the tournament runs to a fixed number of wins or against the clock!
Featured Tables from the Arena
One click shows how the table plays and how to open it. Share the room code, and let the browser do the rest.
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2 to 4 players Turf Wars
Dots & Boxes
The playground classic, now tactical for up to four: whoever draws the fourth line claims the box — and gets to go again.
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1 to 4 players Card Luck & Calculation
Card Shark
Higher or lower? Every card carries its own odds — do you cash in, or push your luck until the wrong one turns up?
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2 to 4 players Cards & Matchsticks
Knack!
Three cards, three matchsticks: swap until your hand is strong — and close the round before someone else does.
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1 to 4 players Code Duel · Mastermind-Style
Safe Cracker
Mastermind-style, but head to head: everyone cracks the same safe, and every attempt gives the next player a clue.
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1 to 4 players Fog & Privateering
Smuggler Fleet
Every fleet lies hidden in the same fog. Each hit hauls in a chest of gold — and whoever gets sunk keeps raiding as a privateer.
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2 to 4 players Bluff & Dice Cups
Bluff Dice
Five dice under the cup, and every bid covers the whole table: push it too far, and you'll get called out.
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2 to 4 players Cup & Beer Coasters
Schocken
Three dice, thirteen beer coasters: the worst roll collects, and whoever empties the pile takes the knock.
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1 to 4 players Wheel & Table
Roulette 1923
Five spins for the pot: chips on the table, ball in the wheel — and whoever's ahead at the end takes the night.
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2 to 4 players Nerve & Cylinder
Revolver Duel
Six chambers, one round: pull the trigger — or hand over one of your two coward's tokens and pass the same problem on.
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2 to 4 players Envelope & Cargo
Black Market
Everyone bids at once in a sealed envelope — the highest bid pays and takes the lot; everyone else keeps their money.
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1 to 4 players Drum & Ticket
Keno 1923
Five numbers marked, ten balls rolling: twenty-five draws long, and the whole table holds its breath.
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2 to 4 players Tactics & Chain Moves
Chain Reaction
One stick of dynamite too many, and half the board changes colour. Whoever has nothing left on the board is out.
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2 to 4 players Walls & Cutoffs
Getaway
Every car leaves a wall behind it. Cut the others off before they cut you off first.
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1 to 4 players Gallop & Odds
Bookmaker
Gallop through the rain: bet blind on the favourite or the long shot, then watch who's ahead in the photo finish.
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2 to 4 players Push Your Luck & Bank
Smuggling Route
Card by card, push your goods across the harbour, through the tunnel, and over the rooftops — until the second raid seizes everything still in transit.
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3 to 4 players Bluff & Sabotage
Wire Cutter
One of you is the saboteur. Call out what you're holding, cut the wires clear — and don't believe every claim.
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1 to 4 players Fuse & Multiplier
The Fuse
The fuse burns, the multiplier climbs — hit "Bail out" in time and you lock in your win. Stay too long, and you lose it all.
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1 to 4 players Pins & Slots
The Nailboard
Slide the funnel, drop the ball: eight rows of pins decide where it lands — the outer slots pay the most.
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1 to 4 players Dice & Sidewalk
Backyard Craps
Back the shooter or bet against them: 7 or 11 wins on the first roll, after that their number has to come up before a 7.
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1 to 4 players Steam & Dynamite
Shadow Express
Midnight at the rail yard: load gold onto one track, dynamite onto another — and watch which locomotive gets through first.
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1 to 4 players Measuring Line & Needle
The Typometer
Pick a number and “under” or “over”: ten random numbers fall, and the tighter your line, the more every hit pays.
- Choose a table or case One player opens the room
- Send the code to friends Five or six characters
- Play instantly in your browser No login, no app
No accounts · Procedural in-browser audio · Mobile & desktop · 100% ad-free
FAQ
Frequently Asked Questions
Your question isn't here? Write to us directly — no call centre, we reply straight from the game table.
Is tableroom genuinely free and ad-free?
Yes. There is nothing to buy, nothing to unlock, and zero ads — not even an empty banner slot waiting to become one. If you like what we do, you can drop a tip in the jar; it's completely optional and changes nothing about gameplay. Tracking is cookieless or nonexistent, which is why there's no annoying cookie consent banner.
How do we connect as a team — Discord, phone, living room?
Entirely up to you. Voice chat is deliberately kept outside the game: Discord, a group call, or sitting at the same kitchen table all work equally well. In the escape cases nobody sees the same screen, so talking to each other is everything; at the board and in the arena you can play in silence.
Do I need to download an app or create an account?
No, neither. One player opens a room and shares the code, the others type it in top right. It runs in any modern browser, on your phone or at your desk.
Can any of the games be played solo?
In the arena, 11 tables also work solo: Kartenhai, Tresorknacker, Schmuggler-Flotte, Roulette 1923, Keno 1923, Buchmacher, Der Zünder, Der Nagelbalken, Hinterhof-Craps, Schatten-Express, Das Typometer. On top of that there is the point & click “Die Luftnummer”, where one seat holds all four characters. The escape cases and the board game are built cooperatively and only make sense for two to four players.
Can I play on a phone or tablet and pick up later?
Yes. Everything runs in the browser, on a phone just like on a tablet, and your progress saves itself — no login, no account: it is tied to the room code and the invite link. Close the window, open the same link later or type the code in the top right, and you're back at the same table. A point & click table waits for up to thirty days and an escape case for a day; in the arena and at the board, a table is cleared after ten or thirty minutes without a move.