Pass-and-play is a small social contract. One phone, two players, and a board that both people can see. The games are simple; the setup is where most arguments start.

Decide the turn model first

There are two models. In shared board games, the phone lies flat and each player taps their own move. In hand-over games, one player holds the phone and passes it when the turn ends. Dots & Boxes and Reversi work well flat; Air Hockey needs a hand on each side. Checkers is easiest with the phone flat and one player moving at a time.

Set a stopping rule

For a queue or a train, agree before the first move: first to three wins, one board, or whichever player is ahead when the announcement comes. A short game should not need a negotiation at the end.

The best four

Dots & Boxes is the fastest to teach and the least dependent on reflexes. Reversi is the quiet strategy pick. Checkers is the full match, with kings and forced captures. Air Hockey is the one that needs a bit of table space and a steady hand.

Keep it friendly

Use the in-game difficulty for solo practice, not for a shared game. If one player is new, play the first board with the tutorial on. And when the game ends, let the loser choose the next one; it keeps the phone moving.